Kanasta Friends NT Games

 

1ST GATE NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
Before any canastas can be made by either player, there must be
a canasta in Aces. Once one player has made a canasta in Aces,
both players are then free to canasta what they wish. HOWEVER,
if you make the canasta in Aces, you must wait until your next
turn before you canasta anything else.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

3 STRIKES NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You have to have EXACTLY 3 Canastas (red or black) before you
can GO OUT. No MORE than 3 Canastas and no LESS than 3 Canastas.
You CAN have MORE than 3 Canastas but you CANNOT go out. If you
DON'T have your 3 Canastas or have OVER 3 Canastas and GO OUT,
it will be a DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

4K NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time. Kings and 4s must be melded
to make canastas. In order to go out, you must have a canasta
in Kings or 4s.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

4 LEAF CLOVER NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything at any time. If you get all 4 RED THREES
you automatically win and must call the TD to the table and
cancel game. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

4S NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
4s must be in INITIAL MELD. You can have other cards as well,
but 4s must be in with the INITIAL MELD. If you Canasta other
cards 4s must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

4TH OF JULY NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 4s in your INITIAL MELD. You may meld wilds and
other cards but 4s MUST be in your INITIAL MELD. You must have
7s melded in order to make canastas. In order to go out with
a bang, you must have a canasta in 4s.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

5 OF A KIND NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have a Natural 5 (and only 5) of a Kind in your
INITIAL MELD. You can Meld other cards at the same time but
No Wilds are allowed with your Initial 5 of a Kind.
You are not allowed to make a Canasta on your INITIAL
MELD. On your Next Turn you may add cards to your 5 of
a kind.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

5S NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
5s must be in INITIAL MELD. You can have other cards as well,
but 5s must be in with the INITIAL MELD. If you Canasta other
cards 5s must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

6 OF A KIND NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your INITIAL MELD of each hand must be a 6 of a kind using
6 cards in a group (example: 555555 or 555552 or 555522 or 555222)
You may meld more than one 6 of a kind in your first meld of
each hand, but only 6 of a kind. After you meld your 6 of a
kind, you must wait until your next turn before you can meld
or canasta any more cards.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

6 PACK NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have a 6 pack (2 rows of 3) melded before making
canastas. 6 packs can be 4-5-6-8-9-10 or 4-5-8-9-Queen-King or
5-6-9-10-King-Ace or 7-8-9-Jack-Queen-King or 8-9-10-Queen-King-Ace.
Once you meld your 6 Pack you may make your canastas and go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

6S NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6s must be in INITIAL MELD. You can have other cards as well,
but 6s must be in with the INITIAL MELD. If you Canasta other
cards 6s must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

69 ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but MUST have a meld in 6s
and 9s seen on table in order to Canasta. Once you have a meld
in 6s and 9s you can canasta anything u want, but you
must have a canasta in 6s or 9s in order to go out. 6s and 9s
do not have to be in INITIAL MELD or first canasta but they
must be in your meld before making canastas and one of your
canastas if you go out. If you fail to do either/or you DQ.
If you get a RED in either 6s or 9s you automatically win.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

7/10 SPLIT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This is a regular NT canasta tourney with one special rule.
You must have either a canasta in 7s and an open meld in 10s,
or an open meld in 7s and a canasta in 10s to go out.
You cannot canasta both 7s and 10s, only canasta one or the
other. Open meld does not mean INITIAL MELD but means you
must have that set melded on the table without it being
a canasta. You may meld at any time, but remember unless
you have the 7-10 split...you cannot go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

7 DAYS AND 8 NIGHTS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Meld anything anytime but you cannot make canastas until you
have both 7s and 8s melded. You must canasta either 7s or 8s
before you can go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

7S NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
7s must be in INITIAL MELD. You can have other cards as well,
but 7s must be in with the INITIAL MELD. If you Canasta other
cards 7s must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

7 UP NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
7's MUST be in your INITIAL MELD. You may use wilds and other
cards in your INITIAL MELD. All your Canastas must be 7
or HIGHER (7s, 8s, 9s, 10s, Jacks, Queens, Kings, Aces)
TO GO OUT. If ANY of your Canasta's are LOWER than a 7
(4s, 5s, 6s), you may NOT go out. You MAY Canasta a 4s, 5s, 6s,
you simply CANNOT go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

8 BRIDES FOR 8 BROTHERS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must canasta both JACKS and QUEENS before you may go out.
You may meld and canasta anything you like but cannot go out
until you have a canasta in both JACKS and QUEENS.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

8S NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
8s must be in INITIAL MELD. You can have other cards as well,
but 8s must be in with the INITIAL MELD. If you Canasta other
cards 8s must hit the table first. You can meld anytime but
you CANNOT GO OUT.
You can meld anytime but you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

9S NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
9s must be in INITIAL MELD. You can have other cards as well,
but 9s must be in with the INITIAL MELD. If you Canasta other
cards 9s must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

9S THE KFRIENDS WAY NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: You need 9s melded to go out.
2nd hand: You need a canasta in 9s to go out.
3rd hand: You need 9s melded in first meld and a canasta in 9s
to go out.
You may use wilds and have additional canastas. If a red canasta of 9s
is made anytime during game, you auto win. Play must stop or auto win
is voided.
If extra hands are needed, start back at 1st hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

10S NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
10s must be in INITIAL MELD. You can have other cards as well,
but 10s must be in with the INITIAL MELD. If you Canasta other
cards 10s must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

101 DALMATIONS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld and canasta anything you want but you must have
10s and Aces (101) melded to the table in order to go out.
If you get a red canasta in 4s (Freed) you've freed all of
the puppies from Cruella and it's an automatic win. Play must
stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

747 JET NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The big jet is ready to take off. In order to board the plane,
you must include 7s in your INITIAL MELD. To get your in-flight
meal, you must have 4s seen on the table before making a
canasta. Before you can get off the plane, you must make a
canasta in 7s, then you can go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ACE ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time but MUST have a meld in Aces
seen on table in order to Canasta. Once you have a meld in Aces
you can canasta anything u want, but you must have a canasta
in Aces in order to go out. Aces do not have to be in
INITIAL MELD or first canasta but they must be in your meld
before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ. If you get a RED in Aces you
automatically win. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ACES NO OUT NT

Tables Set Draw 2, 2 Can NO Out, No PU, allow wilds, No Timer, disable bots, points 5000
Aces must be in INITIAL MELD. You can have other cards as well,
but Aces must be in with the INITIAL MELD. If you Canasta other
cards Aces must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ACES ON A PLANE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: Ace Me NT
You may meld anything at any time but MUST have a meld in Aces
seen on table in order to Canasta. Once you have a meld in Aces
you can canasta anything u want, but you must have a canasta
in Aces in order to go out. Aces do not have to be in initial
meld or first canasta but they must be in your meld before
making canastas and one of your canastas if you go out. If you
fail to do either/or you DQ. If you get a RED in ACES you
automatically win. Play must stop or auto win is voided.
2nd hand: 747 JET NT
The big jet is ready to take off!! In order to board the
plane, you must include 7s in your INITIAL MELD. To get
your in-flight meal, you must have 4s seen on the table
before making a canasta. Before you can get off the plane,
you must make a canasta in 7s, then you can go out.
Hands keep alternating until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ALADDIN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but you cannot make any
canastas until you have ACES (Aladdin) and JACKS (Jasmine)
melded to the table. If you make a natural canasta in JACKS,
you have won Princess Jasmine's heart and automatically win
the game. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE

 

ALL ABOUT ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: Jack Me
Meld anything but must meld Jacks to the table before canastas
and canasta Jacks before going out. If you get a RED in JACKS
you automatically win.
2nd Hand: Queen Me
Meld anything but must meld Queens to the table before canastas
and canasta Queens before going out. If you get a RED in QUEENS
you automatically win.
3rd Hand: King Me
Meld anything but must meld Kings to the table before canastas
and canasta Kings before going out. If you get a RED in KINGS
you automatically win.
4th Hand: Ace Me
Meld anything but must meld Aces to the table before canastas
and canasta Aces before going out. If you get a RED in ACES
you automatically win.
5th Hand: Start over with Jack Me.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

AMAZING MYSTERY NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played that you must meld the first up card on the
discard pile. You may use other cards and wilds with it.
Please type the first card at the table. However, the Amazing
part is you can make canastas directly from your hand without
having the first up card on the table. Note: If the UP CARD
is a 2, JOKER, BLACK 3, OR RED 3 game will be REGULAR NT
for that hand. CAUTION, before you meld any sets of
cards to the table, you must meld the first up card or
you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE

 

ANGEL NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld Queens in your Initial Meld, as she is an Angel.
You also need 10s (Halo) melded to canasta. You must have a
canasta both Qs and 10s to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

AROUND THE WORLD NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time.
1st hand: 4s, 5s, and 6s
You can ONLY have a Canasta in 4s, 5s and 6s. You cannot canasta
anything else and you must have a canasta in all 3 to go out.
2nd hand: 7s, 8s, and 9s
You can ONLY have a Canasta in 7s, 8s and 9s. You cannot canasta
anything else and you must have a canasta in all 3 to go out.
3rd hand: 10s, Jacks, and Queens
You can ONLY have a Canasta in 10s, Jacks and Queens. You cannot canasta
anything else and you must have a canasta in all 3 to go out.
4th hand: Kings and Aces
You can ONLY have a Canasta in Kings and Aces. You cannot canasta
anything else and you must have a canasta in both to go out.
5th hand and higher: NO TOUCH
You must have 2 canastas of any kind to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ATE OUT NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything at any time. In order to make canastas,
you must have Aces, 10s, and 8s (ATE) melded. No MORE then 3
Canastas and no LESS than 3 Canastas. In order to go out, you
must have a canasta in Aces, 10s, or 8s. A natural canasta in
Aces, 10s or 8s is an automatic win. Play must stop or auto
win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

~*~NEW~*~BABY SHARK NT~*~NEW~*~

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
In this game you must have 8s in the initial meld. In order to make canastas, 5s must be melded.
IF YOU HAVE KINGS THEY CAN ONLY BE MELDED OR CANASTA'D AS THE LAST CARD IF GOING OUT.
YOU DO NOT NEED KINGS MELDED TO GO OUT.
The game is played as NT and there is no auto win..REMEMBER: DON'T EVER TOUCH THE PILE.

 

BASEBALL NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In baseball you play on a diamond you have 1st, 2nd, 3rd base
and home plate. You need to meld ONLY Ks, 7s, 5s, and 10s
to cover the bases of your diamond. You CANNOT meld or
canasta any other cards until you have Ks, 7s, 5s and 10s
melded. If you get a red canasta in 10s it is a home run
and auto win. BUT make sure you have your bases covered
and have the Ks, 7s, and 5s melded before you make the
red canasta in 10s or you will DQ. Play must stop or
auto win is voided. Once your bases are covered you
can meld and canasta anything you want and go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BATMAN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In order for Batman and Robin to try and defeat the Joker they
must first find him. You must meld Aces with a Joker to find
the Joker (Aces with a joker) in your first meld. In order
to make a canasta, you must have Jacks (Robin) or Kings
(Batman) melded to the board. If you get a red canasta
in Jacks (Robin) or Kings (Batman) you defeat the
Joker and get an auto win. Play must stop or auto
win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BEAT THE DEVIL NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6S MUST be in your INITIAL MELD. You may meld wilds and other
cards but 6s MUST be in your INITIAL MELD. Since the Devil
lives in a fiery place you must have at least one RED
canasta to go out. If you get a Red canasta in 6s you
have beaten the Devil and Auto Win the game. Play must
stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BINGO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 3 in a row (vertical or horizontal) melded before
you may canasta. Valid bingo combos are 4-5-6, 7-8-9, 8-9-10,
J-Q-K, Q-K-A, 4-8-Q, 5-9-K, 6-10-A. If you make a canasta
before you have bingo you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

~*~NEW~*~BLACK AS COAL NT~*~NEW~*~

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You CAN meld anything at anytime. But EACH set of cards melded MUST have at least 1 BLACK card.
Wild cards are color neutral and do not count as a BLACK card.
**Please note that this is EVERY set not just those of the initial meld.**
If you make a meld without a black card you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BLACK HOLE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game, ONLY BLACK CANASTAS may be made. You CANNOT meld
BLACK 3s unless you are going DIRECTLY OUT. Meld Anytime.
Remember NOT to discard those BLACK 3s and make NO RED
CANASTAS during the game or you DQ. ONLY BLACK CANASTAS
may be made during this game.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BLACKJACK NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your Canastas have to equal 21 or you CAN NOT go out. Just like
in Black Jack, if your Canastas add up to more than 21 you BUST
or LOSE. If you BUST then call the hosting TD to the table and
cancel game. Aces are worth either 1 or 11 points, your choice.
All face cards are worth 10 points. Number cards are worth
their face value. If your canastas add up to move than 21, you
will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BLODDY BINGO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 3 in a row melded before you may canasta.
Valid bingo combos are 4-5-6, 7-8-9, 8-9-10,
J-Q-K, Q-K-A, 4-8-Q, 5-9-K, 6-10-A.
If you make a BLACK canasta before you have a bingo you will DQ.
YOU CAN MAKE RED CANASTAS AT ANYTIME WITHOUT HAVING A BINGO.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BONANZA NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You cannot use wilds (2s and Jokers) until the draw pile is
20 cards or less. You may make red canastas. Once the draw
pile is 20 cards or less make announcement on table then meld
wilds. If you meld a wild before 20 cards or less, you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BOOBS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Big or Little You may meld anything but 9s at any time. If your
1st canasta is between 4 and 8 (little boobs), all your other
canastas must also be between 4 and 8. If your 1st canasta
is between 10 and A (big boobs), all your other canastas
must also be between 10 and A. You must stay inside your
bra size. 9s are neutral and may not be melded or made into
a canasta, they are discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

BULLETS N BROADS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have either As or Qs in your first meld. You may use
wilds and other cards. You then have to have both As and Qs
melded to the board before you may make canastas. If you
canasta before you have As and Qs melded, it is a DQ. A red
canasta in either As or Qs is an auto win. Play must stop
or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

CARD SHARK NTC

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your discard has to be the same or higher value than what is
currently on the discard pile. A wild will reset the pile
and allow you to start over with a lower card. If you
cannot discard a card that is the same or higher value
than what is currently on the discard pile and are also
unable to reset the pile, then you will DQ. You may
meld anytime, but you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

CATCH THE COBRA'S NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000

7's are the head of the cobra and must be the 1st card melded to the table, no jokers are to be used.
5's are the body of the snake but can be melded at anytime of the game.
You must have both 7's and 5's melded to the table in order to go out.
Now, if you manage to get a red canasta in 7's and 5's you have caught the cobra's and its an auto win.
BUT!!! be careful the snake bites, so if you get 4 red 3's its an auto win for your opponent.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

CHECKERBOARD NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This special tourney has 1 special rule. IF you make a red canasta
then the next one has to be a black canasta, the next canasta
has to be red. Alternating colors of canastas (black/red/black or
red/black/red).
REMEMBER: DON'T EVER TOUCH THE PILE.

 

CHERRY 7 UP NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
7s MUST be in your INITIAL MELD. You may use wilds and other
cards in your INITIAL MELD. All your Canastas must be 7 or
HIGHER (7s, 8s, 9s, 10s, Jacks, Queens, Kings, Aces) TO GO
OUT. If ANY of your Canastas are LOWER than a 7 (4s, 5s, 6s),
you may NOT go out. You MAY Canasta a 4s, 5s, 6s, but you simply
CANNOT go out. If you make a RED CANASTA in SEVENS (7), you win
the game automatically. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

CHICKEN LEGS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld Aces and wilds to the table. All other cards
(4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, and Kings) may not
touch the table. All other cards MUST go straight to a canasta.
No Exceptions. Black 3s are discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

CLEMENTINE CANASTA NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In a cavern, in a canyon, Excavating for a mine Lived a miner,
49er, and his daughter, Clementine. Must meld 4s or 9s in
INITIAL MELD each hand. May meld other cards also in INITIAL
MELD but MUST meld 4s or 9s. Must make a canasta 4s or 9s
before you can go out. May canasta other cards but need a
canasta in 4s or 9s to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

COOK THE DUCK (DISCO) NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
You can meld and canasta anything you want but if you get a
canasta in aces and queens (red or black), it is an auto win.
If you get 4 red threes it is an automatic DQ. Play must stop
or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

DATE NIGHT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Kings OR Queens must be in the initial meld.
Whichever is played in the initial meld, the opponent must play the other.
If Kings and Queens are both played in the initial meld, the person melding gets to call what they want (Kings or Queens).
Aces must be melded to canasta.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

DIET DR. PEPPER NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In the game you must have "dirty 4s" and "dirty 10s" (4s and 10s
melded with 2s only, NO JOKERS) before you can make any canastas.
If you canasta before you have "dirty 4s" and "dirty 10s" or if
you use a joker with the 4s and 10s, you will DQ. YOU CANNOT
CANASTA 4s or 10s, ever! You can go out at any time.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

DOG TREATS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld Kings and 9s in your first meld. Then you need
money so 5s and 10s must be melded in order to canasta.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

DUMBO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld and canasta anything at any time but you
must have 8s (Dumbo) melded in order to go out. If you
get a natural canasta in Queens, you have freed Dumbo
from the circus, reunited him with his mother, and
receive an automatic win. Play must stop or auto win
is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ELM STREET NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1,2 Freddy's coming for you
1st Hand - You must meld Aces with a 2 (not a joker unless you
already have it melded with a 2 then jokers can be added to
make a canasta). Aces do not have to be in INITIAL MELD, but
you need aces on the table before going out.
3,4 Better lock your door
2nd Hand - You must have a red 3 in order to meld and your
FIRST canasta MUST be in 4s.
5,6 Grab a crucifix
3rd Hand - You must have a canasta in 5s and 6s in order to go out.
7,8 Better stay up late
4th Hand - No canasta until 7s and 8s are melded and you cannot
canasta 3s through 6s.
9,10 Never sleep again
5th Hand - 9s and 10s may ONLY be used as discards.
If the 6th Hand is reached, return to the boiler room and begin again,
but watch out for Freddy!
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ELVIS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
We all know Elvis was King of Rock and Roll so 8s (Elvis) must
be in your first meld. Unfortunately, he did hit rock bottom,
so 4s must be seen to make canastas. However, Elvis was King
and so Kings must be melded to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

FATAL ATTRACTION NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like regular NT with one exception. If you
attract all 4 red 3s your fatal attraction game is over and you
lose. If this happens please cancel game.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

FERRIS WHEEL NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You alternate hands of HIGH 4 NT and HIGH 5 NT.
Hand 1: HIGH 4
Your INITIAL MELD of each hand has to be high cards Jacks, Queens,
Kings, or Aces. You can meld wilds with your cards but you have
to wait for the next turn to meld other cards than Jacks, Queens,
Kings, or Aces. In order to make canastas, you need to have
4s melded. You must have a canasta in 4s and a canasta in Jacks,
Queens, Kings, or Aces to go out.
Hand 2: HIGH 5
Your INITIAL MELD of each hand has to be high cards Jacks, Queens,
Kings, or Aces. You can meld wilds with your cards but you have
to wait for the next turn to meld other cards than Jacks, Queens,
Kings, or Aces. In order to make canastas, you need to have
5s melded. You must have a canasta in 5s and a canasta in Jacks,
Queens, Kings, or Aces to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

FINDING KENS NAME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have KINGS in your first meld. You need to meld
6s and 7s to the table before making canastas. You need a
canasta in KINGS to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

FISHIN' TIME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld your fishin pole and line (6s, 8s, Jacks, Queens,
Kings, and Aces) before you can catch your fish (canastas).
All other cards are discards only. You may use wilds.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

FLASHING HOT JACKS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may MELD and CANASTA ANYTHING ANYTIME. If you make a RED
CANASTA in JACKS you win the game automatically. Play must
stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

G-STRING NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld 6s or 9s in your first meld. You may use wilds
and other cards. You may have as many canastas as you wish
but must have a canasta in Queens before going out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

GIRLS RULE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Girls rule the world and they love rubies. You can meld anything at anytime.
You need Aces, Queens and 10s melded to make any canastas INCLUDING RED CANASTAS.
Any red canasta (rubies) is an auto win.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

GROUPER CHOICE NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The first player in each HAND to make a canasta chooses whether
the game is GROUPER or REVERSE GROUPER by that canasta. If the
canasta is in the first row then the game that hand is Grouper.
If the canasta is in the last row then the game that hand is
Rev Grouper. You may not make a canasta out of the center row
first. Please type at table which game when you make that first
canasta.

 


GROUPER NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must make one (1) canasta from each group in order. Group 1 is
4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 is Jacks, Queens,
Kings, Aces. After you make 1 canasta from each group, in order,
then you may make any other canastas you want and go out.
REVERSE GROUPER NT
You must make one (1) canasta from each group in order. Group 1 is
Jacks, Queens, Kings, Aces; Group 2 is 7s, 8s, 9s, 10s; Group 3 is
4s, 5s, 6s. You make 1 canasta from each group then you may make
any other canastas you want and/or go out. You may go out by making
the 3rd canasta in order.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

GROUPER GROUPIES NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: Grouper NT
You must make one (1) canasta from each group in order. Group 1 is
4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 is Jacks, Queens,
Kings, Aces. After you make 1 canasta from each group, in order,
then you may make any other canastas you want and go out.
2nd Hand: Grouper Choice NT
The first player in each HAND to make a canasta chooses whether
the game is GROUPER or REVERSE GROUPER by that canasta. If the
canasta is in the first row then the game that hand is Grouper.
If the canasta is in the last row then the game that hand is
Rev Grouper. You may not make a canasta out of the center
row first. Please type at table which game when you make that
first canasta.
3rd Hand: Grouper Shuffle NT
You must make one (1) canasta from each group in ANY order.
Group 1 is 4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3
is Jacks, Queens, Kings, Aces. You make 1 canasta from each
group then you may make any other canastas you want and/or go
out. You may go out by making the 3rd canasta in ANY order.
4th Hand: Reverse Grouper NT
You must make one (1) canasta from each group in order. Group 1 is
Jacks, Queens, Kings, Aces; Group 2 is 7s, 8s, 9s, 10s; Group 3 is
4s, 5s, 6s. You make 1 canasta from each group then you may make
any other canastas you want and/or go out. You may go out by making
the 3rd canasta in order.
5TH HAND = Start over with Grouper NT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

GROUPER SHUFFLE NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must make one (1) canasta from each group in ANY order.
Group 1 is 4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3
is Jacks, Queens, Kings, Aces. You make 1 canasta from each
group then you may make any other canastas you want and/or go
out. You may go out by making the 3rd canasta in ANY order.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HEXAGON NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld the 4s, 5s, 7s, 10s, Queens, Kings and Wilds.
All other cards are for discards only. All cards (4s, 5s, 7s,
10s, Queens, and Kings) must be melded before making any
canastas. You can however meld in any order.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HEXAGONAL PYRAMID NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game you must build a Pyramid by Melding
6's, 10's and Aces only in your initial meld.
Next turn you may Meld 9's, 8's and 7's in that order to build your Pyramid.
The 9's, 8's and 7's can be Melded in the same turn OR
separate turns but they must be Melded One at a Time.
First 9's pause then 8's pause then 7's.
You can use Wilds and Jokers in your Melds.
After that you can make your Canastas and Go Out.
You cannot Meld 4's, 5's, Jacks, Queens, Kings, or Black 3's they are Discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HIDE AND GO SEEK NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Before any cards are drawn each hand, EACH player/team
must type a meld card needed for the INITIAL MELD. If either
player/team draws before BOTH meld cards are called, the
player/team that drew will DQ. BOTH cards named MUST be
included in your INITIAL MELD. For example, Player A chooses
5s and Player B chooses 8s, must have both 5s and 8s
in your INITIAL MELD. You cannot select the same meld
card as your opponent, there must be 2 INITIAL MELD
cards named. In order to go out, you must have a
canasta in one of the named meld cards.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HIGH 4 NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your INITIAL MELD of each hand has to be high cards Jacks, Queens,
Kings, or Aces. You can meld wilds with your cards but you have
to wait for the next turn to meld other cards than Jacks, Queens,
Kings, or Aces. In order to make canastas, you need to have
4s melded. You must have a canasta in 4s and a canasta in Jacks,
Queens, Kings, or Aces to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HIGH 5 NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your INITIAL MELD of each hand has to be high cards Jacks, Queens,
Kings, or Aces. You can meld wilds with your cards but you have
to wait for the next turn to meld other cards than Jacks, Queens,
Kings, or Aces. In order to make canastas, you need to have
5s melded. You must have a canasta in 5s and a canasta in Jacks,
Queens, Kings, or Aces to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HIGH JACK NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your INITIAL MELD of each hand has to be LOW cards 4 THROUGH 10.
You can meld wilds with your cards but you have to wait for the
next turn to meld other cards than 4 THROUGH 10. In order to make
canastas, you need to have Jacks melded. You must have a canasta
in Jacks and a canasta in ONE OF THEM 4 THROUGH 10 to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HIGH QUEEN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your INITIAL MELD of each hand has to be LOW cards 4 THROUGH 10.
You can meld wilds with your cards but you have to wait for the
next turn to meld other cards than 4 THROUGH 10. In order to make
canastas, you need to have Queens melded. You must have a canasta
in Queens and a canasta in ONE OF THEM 4 THROUGH 10 to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HIJACKED 747 JET NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The big jet is ready to take off!! In order to board the plane
you must include 7s in your INITIAL MELD. To get your in-flight
meal, you must have 4s seen on the table before making a
canasta. If you get a red in 7s your plane has been hijacked!
IT IS AN AUTO WIN. Play must stop or auto win is voided.
Remember you need 4s on table before you put your red 7s
on table. Before you can get off the plane, you must make
a canasta in 7s, then you can go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HITS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may ONLY meld or Canasta 8s, 9s, 10s, Jacks, Queens, Kings,
and Aces because they are "high cards" and this is HIGH IN THE
SKY. All the lower cards become "junk cards" so discard them.
Out anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

HOT MOMMA NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld and canasta anytime. If you get canastas in both
Queenss and Aces you auto win. Play must stop or auto win is
voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

IN ORDER PLEASE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but canastas must be made
in order starting with 4s. Once 4s are put to canasta by
either team, then 5s may be put to canasta by either team.
Once 5s have been put to canasta, then 6s etc. You cannot
skip any numbers, or canasta a previous number. EACH HAND
STARTS OVER ON 4s.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

INVITERS CHOICE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
When TD calls pairs first player listed will pick a game and
the table for that game. Player will announce the game in the
lobby and at the table. TD may be called to the table for rules.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

IRISH JIG NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld 7s with a 2 in your Initial Meld. If you use a
Joker, it is a DQ. You may use other cards in your Initial Meld.
You must meld Jacks and Queens before making canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JACK AND JILL NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your INITIAL MELD must contain both Jacks and Queens. You can't
go out until you make a nasta out of Jacks or Queens.
Auto win if you make Red Jack or Queens. Play must stop
or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JACK IN THE BOX NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can NOT Meld JACKs until you make a canasta in 10s and QUEENs.
However, JACKs must be melded before going out, each hand.
If you go out and you don't have jacks melded, you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JACK ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time but MUST have a meld in Jacks
seen on table in order to Canasta. Once you have a meld in Jacks
you can canasta anything u want, but you must have a canasta
in Jacks in order to go out. Jacks do not have to be in
INITIAL MELD or first canasta but they must be in your meld
before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ. If you get a RED in Jacks you
automatically win. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JACK THE JOKER NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld jacks with a joker in your INITIAL MELD. They
have to hit table first but can be melded with other cards.
You may not canasta the Jacks straight from your hand, they
must be visible on the table first.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JACKAZZZ SHOPPING NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
It is time to take the teenagers shopping! To get them out of
the house you must meld the Aces (girls) or Jacks (boys) to
the table in your INITIAL MELD. You may use wilds and other
cards but ACES OR JACKS MUST hit the table in the INITIAL
MELD. Since the teens need money to go shopping, 5s and 10s
must be melded in order to canasta. Once you have 5s and 10s
melded to the table, you may make nastas. The first person to
finish their jackazzz shopping trip wins the game (5000 pts).
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JACKS NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Jacks must be in INITIAL MELD. You can have other cards as well,
but Jacks must be in with the INITIAL MELD. If you Canasta other
cards Jacks must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JACKS ON A PLANE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: JACK ME NT
You may meld anything at any time but MUST have a meld in Jacks
seen on table in order to Canasta. Once you have a meld in Jacks
you can canasta anything u want, but you must have a canasta
in Jacks in order to go out. Jacks do not have to be in
INITIAL MELD or first canasta but they must be in your meld
before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ. If you get a RED in Jacks you
automatically win. Play must stop or auto win is voided.
2nd hand: 747 JET NT
The big jet is ready to take off. In order to board the plane,
you must include 7s in your INITIAL MELD. To get your in-flight
meal, you must have 4s seen on the table before making a
canasta. Before you can get off the plane, you must make a
canasta in 7s, then you can go out.
Hands keep alternating until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JAMES BOND NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld and canasta anything, anytime but you must have
a canasta of 7s or 10s to go out. A red canasta in 7s, is an
auto win. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JOKER SURPRISE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The first card in the discard pile is what you will need in your
INITIAL MELD with a Joker. For example, the first card is a 4,
then you will need two 4s with a Joker in your INITIAL MELD.
You may use other cards and wilds, but your Joker must be
with the required card. If the new hand starts out with a
wild card, red or black 3 in the discard pile, then you do
not need a specific card in your INITIAL MELD. This hand will
be played as NO TOUCH 2 CAN. Both players should call top card
before the play starts for each hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

JUSTICE LEAGUE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: BATMAN NT
In order for Batman and Robin to try and defeat the Joker they
must first find him. You must meld Aces with a Joker to find
the Joker (Aces with a joker) in your first meld. In order
to make a canasta, you must have Jacks (Robin) or Kings
(Batman) melded to the board. If you get a red canasta
in Jacks (Robin) or Kings (Batman) you defeat the
Joker and get an auto win. Play must stop or auto
win is voided.
2nd Hand: WONDER WOMAN NT
In order for Wonder Woman to save the world she must defeat Ares with her golden lasso.
You must meld Queens (Wonder Woman) in your initial meld.
In order to make canastas you must have Kings (Ares) melded to the board.
In order to go out you must have a canasta in Aces.
If you complete all these tasks, you have saved the world and you are a SUPERHERO!
3rd Hand: SUPERMAN NT
You must meld ACES (highest building) in your initial meld.
In order to make a canasta you must have JACKS (Superman) melded to the board.
In order to go out you must have a canasta in QUEENS (Lois Lane).
If you complete all these tasks you have saved Lois and you are a SUPERHERO.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

KATE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Meld and canasta anything any time.
If you make a canasta FIRST in K's THEN in 8's, you win the game automatically.
Your canasta's in K's THEN 8's MUST be in the same turn to qualify for the auto win.
If you discard or continue playing you lose the auto win and must complete the game.
If you canasta your K's, then something else, then your 8's this is not an auto win.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

KEWL'S WILDLESS INTRIGUE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In the first 3 hands you may not use wilds.
Throw all wilds away in the first 3 hands.
4th hand and after all meld must be natural(kkk, 444 etc) but you MUST WAIT A TURN TO USE WILDS to make canastas.
2 RED CANASTA IN ANY HAND IS AN AUTO WIN
REMEMBER: DON'T EVER TOUCH THE PILE.

 

KING ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time but MUST have a meld in Kings
seen on table in order to Canasta. Once you have a meld in Kings
you can canasta anything u want, but you must have a canasta
in Kings in order to go out. Kings do not have to be in
INITIAL MELD or first canasta but they must be in your meld
before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ. If you get a RED in Kings you
automatically win. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

KINGS NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Kings must be in INITIAL MELD. You can have other cards as well,
but Kings must be in with the INITIAL MELD. If you Canasta other
cards Kings must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

KINGS ON A PLANE NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
1st hand: KING ME NT
You may meld anything at any time but MUST have a meld in Kings
seen on table in order to Canasta. Once you have a meld in Kings
you can canasta anything u want, but you must have a canasta
in Kings in order to go out. Kings do not have to be in
INITIAL MELD or first canasta but they must be in your meld
before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ. If you get a RED in Kings you
automatically win. Play must stop or auto win is voided.
Play must stop or auto win is voided.
2nd hand: 747 JET NT
The big jet is ready to take off. In order to board the plane,
you must include 7s in your INITIAL MELD. To get your in-flight
meal, you must have 4s seen on the table before making a
canasta. Before you can get off the plane, you must make a
canasta in 7s, then you can go out.
Hands keep alternating until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

LIMBO ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
How low can you go?
1st Hand: Ace Me NT
Meld anything but must meld Aces to the table before canastas
and canasta Aces before going out. If you get a RED in ACES
you automatically win and must call the TD to the table.
2nd Hand: King Me NT
Meld anything but must meld Kings to the table before canastas
and canasta Kings before going out. If you get a RED in KINGS
you automatically win and must call the TD to the table.
3rd Hand: Queen Me NT
Meld anything but must meld Queens to the table before canastas
and canasta Queens before going out. If you get a RED in QUEENS
you automatically win and must call the TD to the table.
4th Hand: Jack Me NT
Meld anything but must meld Jacks to the table before canastas
and canasta Jacks before going out. If you get a RED in JACKS
you automatically win and must call the TD to the table.
5th Hand: 10 Me NT
Meld anything but must meld 10s to the table before canastas
and canasta 10s before going out. If you get a RED in 10s you
automatically win and must call the TD to the table.
If you need more hands, continue going down with 9 Me NT, 8 Me NT...
etc until the game is finished.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

LITTLE RED RIDING HOOD NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, No bots, points 5000
To get to Grandma's house, first we go over the mountains - INITIAL MELD
must be 6, 8 and Aces (with or without wilds) ALL AT ONCE AND NOTHING
ELSE. Then we go through the woods - Now meld 7, 10, 9 separately
(meld 7 then pause, them meld 10 and pause, and then meld 9) and in
this order (with or without wilds). Once all melds are down, you may
canasta and go out. Watch out if you get all four red 3s, the Big Bad
Wolf eats you and you DQ. You can only meld or canasta
6, 7, 8, 9, 10, A the rest are discards.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

LOSERS CAN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The FIRST hand everyone starts off equal.
From the SECOND hand onward, only the LOSERS may make Canasta's.
This means only the player with the LOWEST score from round one
onward may make Canasta's in the next hand.
Each player's total score after each hand determines who will be able to
make Canasta's in the next hand (always check your score card).
Only the LOSERS may make Canasta's.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

LOSERS WIN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is so much fun, you play to LOSE.
The person with the LOWEST score Wins.
It's harder than you think, because you THROW AWAY all your
GOOD CARDS and pray the other person gets the Red 3's.
You need to change your entire line of thinking because you are
playing to LOSE in this Tourney.
Tournament tables should be set as UNRATED so as not to affect
SHG Ratings as you are deliberately playing to LOSE.
The game ends when the first player reaches a score of -5000.
Loser wins since the game must be played as unrated to allow a negative score.
Simply cancel the game when someone reaches -5000.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

LOVE AND MARRIAGE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game you can meld and canasta anything you want.
Game is played like REG NT but if you are the first person to canasta
both KINGS and QUEENS in the same hand you automatically win.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

LOW CUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
First canasta every hand has to be 4, 5, or 6.
You can meld anything anytime, but first canasta MUST be in 4, 5, OR 6's.
After you have made your first canasta in 4, 5, OR 6's you can canasta anything you like.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

MAKIN BACON NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Oinkers are Js, Qs, Ks, and As.
You must have at least 1 of the Oinkers in your initial meld.
Once each team/player has melded all of the Oinkers
to the table they can then make a canasta.
To go out you must have a canasta in at least 1 of the Oinkers.
A red canasta in any of the Oinkers is an automatic win.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

MAN'S RUIN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: Blackjack
Canasta's must equal 21 to go out. You may meld anytime and put up as many Canasta's as you can,
but don't go over 21. If you do you lose. You cannot go out unless your Canasta's equal 21.
You must have 21, or BLACKJACK to go out. NO MORE.NO LESS.
2nd hand: Sex on the Beach
You must have BOTH 6's and 9's melded on your side of table to go out. You may meld anytime
and make as many Canasta's as you can but don't go out until you have
BOTH 6's and 9's melded on your side of the table.
NOTE: This game is usually played as a 2 handed game, but may be played as a full game
just keep alternating games until someone wins.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

MARRIAGE CRASH NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
The FIRST person to draw each hand gets to choose either Kings or Queens.
If Kings are chosen, then Kings must be in the initial meld and be their first canasta.
Opponent must take the Queens, so the Queens must be in their initial meld and be their first canasta.
Once you meld Kings or Queens, you may not meld or canasta the other card. They become discards only.
If you meld both Kings and Queens you DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

MASQUERADE PARTY NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
Players must have a ticket (RED 3) meld to get into the party.
Players must have Jacks or Queens or Kings melded with a Joker in their
first meld. To go out, players must have a canasta in Jacks or Queens
or Kings. A red canasta in Jacks or Queens or Kings, you win the costume
contest and AUTO win. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

MUMMY'S CURSE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game you must meld 7's, 8's and 9'S ONLY in your initial meld.
Next turn you may Meld 6's, 10's and A's in that order
The 6's, 10's and A's can be Melded in the same turn OR separate
turns but they must be Melded One at a Time.
First 6's pause then 10's pause then A's.
You can use Wilds and Jokers in your Melds.
After that you can make your Canastas and Go Out.
You cannot Meld 4's, 5's, Jacks, Queens, Kings, or
Black 3's they are Discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

MYSTERY 369 NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have a red three to meld then you must have initial meld of 6 and 9 to the table.
Once you have 6 and 9 melded to the table the mystery part is your opponent
then decides which of the 6 or the 9 you need to nasta 1st before you
can make any other nastas.
If your opponent says you need to nasta 6's they need to nasta 9's.
These must be your 1st canastas made.
The rest of the game is played as normal NT canasta.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

NATURALLY WILD NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
All cards melded must hit the table as a natural set.
Any meld you make must be a natural set of three or more with no wilds.
On your next turn, you can add wilds but ONLY to make canastas.
ONLY add wilds to make a Canasta, or you will DQ.
No pairs with any wilds or you will be DQd.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

NO 3 OF A KIND NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You cannot have any 3 of a kind on the table in front of you,
they must be 4 of a kind or more.
You can use Wilds or Jokers to make 4 of a kind so that you can Meld.
If you have 3 of a kind in your hand you may add a wild to make it
4 of a kind before melding it.
Also, you can meld a pair with 2 wilds.
You can also make a Canasta straight from your hand
which is also more than 3 of a kind.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

NO NO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
NO touching the pile EVER.
NO going out EVER.
ALWAYS keep ONE card in your hand.
This is not as easy as it seems, because you are so used to picking up the pile and going out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

NO TOUCH 2 CAN

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need 2 Canasta's to go out.
Meld any time.
Out any time.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

OLD MAID NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 8s or Queens in your initial meld.
You may meld wilds and other cards but 8s or Queens
MUST be in your initial meld. You must have 8s and
Queens melded to go out. If you make a red canasta in
both 8s and Queens, you automatically win the game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ORNERY BINGO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 3 in a row (vertical or horizontal)
melded before you may canasta.
Valid bingo combos are 4-5-6, 7-8-9, 8-9-10,
J-Q-K, Q-K-A, 4-8-Q, 5-9-K, 6-10-A.
You must type your bingo cards at the table when melded
If you dont type your bingo cards at table it will be a DQ
(ex. 4 - 8 - Q). You must have a canasta
in one of your bingo cards to go out (ex. either 4, 8 or Q).
REMEMBER: DON'T EVER TOUCH THE PILE.

 

OUTER LIMITS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld 3, 4, 5, 6 and J, Q, K, A.
7-10's are discards only.
You may never meld or canasta 7, 8, 9, or 10.
If you meld or canasta them, you DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

PENTAGON NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld the 4, 5, 6, 7, 10, Q, K, A, and Wilds.
All other cards are for discards only.
All cards (4, 5, 6, 7, 10, Q, K, A) must be melded before making any canastas.
You can however meld in any order.
You can freeze the pile but you MAY NOT pick up the pile.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

PIRATES GOING TOPLESS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only play 4, 5, 6, 7, 8, 9, & 10S TO your table.
J, Q, K, A may be canasta's but not to the table. {canasta's only}
You can canasta out of any set you like using wilds where you choose.
REMEMBER: J, Q, K, A straight to a canastas
REMEMBER: DON'T EVER TOUCH THE PILE.

 

POWER OF FOURS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 4s or 8s in your initial meld.
You may meld wilds and other cards but 4s or 8s
MUST be in your initial meld. You must have
4s and 8s melded to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

PYRAMIDS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game you must build a Pyramid by Melding
6's, 10's and Aces only in your initial meld.
Next turn you may Meld 9's, 8's and 7's in that order to build your Pyramid.
The 9's, 8's and 7's can be Melded in the same turn OR
separate turns but they must be Melded One at a Time.
First 9's pause then 8's pause then 7's.
You can use Wilds and Jokers in your Melds.
After that you can make your Canastas and Go Out.
You cannot Meld 4's, 5's, Jacks, Queens, Kings, or Black 3's they are Discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

QUEEN MARY NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
You must have Queens and 4s in your initial meld. You may use wilds
and other cards, but 7s and Jacks are discards only. In order to go out,
you must have a canasta in Queens and 4s.
REMEMBER: DON'T EVER TOUCH THE PILE.

QUEEN ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time but MUST have a meld in Queens
seen on table in order to Canasta. Once you have a meld in Queens
you can canasta anything u want, but you must have a canasta
in Queens in order to go out. Queens do not have to be in
INITIAL MELD or first canasta but they must be in your meld
before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ. If you get a RED in Queens you
automatically win. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

QUEENS NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Queens must be in INITIAL MELD. You can have other cards as well,
but Queens must be in with the INITIAL MELD. If you Canasta other
cards Queens must hit the table first. You can meld anytime but
you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

QUEENS ON A PLANE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: QUEEN ME NT
You may meld anything at any time but MUST have a meld in Queens
seen on table in order to Canasta. Once you have a meld in Queens
you can canasta anything u want, but you must have a canasta
in Queens in order to go out. Queens do not have to be in
INITIAL MELD or first canasta but they must be in your meld
before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ. If you get a RED in Queens you
automatically win. Play must stop or auto win is voided.
2nd hand: 747 JET NT
The big jet is ready to take off. In order to board the plane,
you must include 7s in your INITIAL MELD. To get your in-flight
meal, you must have 4s seen on the table before making a
canasta. Before you can get off the plane, you must make a
canasta in 7s, then you can go out.
Hands keep alternating until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

 

~*~NEW~*~RED AS FIRE NT~*~NEW~*~

 Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything at any time however EACH and EVERY set of cards melded must have at least 1 red card.
Wild cards are colour neutral and do not count as a red card.
**Please note that this is EVERY set not just those of the initial meld.**
If you make a meld without a red card you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

REVERSE FERRIS WHEEL NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You alternate hands of HIGH JACK NT and HIGH QUEEN NT
Hand 1: High Jack
Your initial meld of each hand has to be LOW cards 4 THROUGH 10.
You can meld wilds with your cards but you have to wait for the
next turn to meld other cards than 4 THROUGH 10. In order to make
canastas, you need to have JACKs melded. You must have a canasta in
JACKs and a canasta in ONE OF THEM 4 THROUGH 10 to go out.
Hand 2:High Queen
Your initial meld of each hand has to be LOW cards 4 THROUGH 10.
You can meld wilds with your cards but you have to wait for the
next turn to meld other cards than 4 THROUGH 10. In order to make
canastas, you need to have QUEENs melded. You must have a canasta
in QUEENs and a canasta in ONE OF THEM 4 THROUGH 10 to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

REVERSE GROUPER NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must make one (1) canasta from each group in order.
Group 1 is J, Q, K, A; Group 2 is 7, 8, 9, 10; Group 3 is 4, 5, 6.
You make 1 canasta from each group then you may make any
other canastas you want and/or go out.
You may go out by making the 3rd canasta in order.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

REVERSE SHRINKING VIOLETS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
First hand you cannot meld or canasta A's.
Second hand A's or K's.
Third hand A's, K's or Q's and so on until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

REVERSE YOUR SCORE NT

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need 2 Canasta's to go out. Meld any time.
Out any time. At the end of the game, reverse your score.
Highest score wins. Example: 5795 = 5975.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

RIDE THE LIGHTNING NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 9s in your initial meld. In order to make canastas,
you must have Jacks melded. In order to go out, you must have
a canasta in Kings.
REMEMBER: DON'T EVER TOUCH THE PILE.

ROYAL CHASER NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand your first canasta must be in Aces, after that you can canasta anything you like,
meld may be anything at any time, just your first canasta must be in Aces.
2nd hand your first canasta must be in Kings, after that you can canasta anything you like,
meld may be anything at any time, just your first canasta must be in Kings.
3rd hand your canasta must be Queens, (same rules as above).
4th hand your first canasta must be Jacks.
5th hand you return to aces and start again until one player wins.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

ROYALS RULE

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand = King Me
Meld anything but must meld Kings to the table before canastas and canasta Kings before going out
If you get a RED in KINGS you automatically win and must call the TD to the table.
2nd Hand = Queen Me
Meld anything but must meld Queens to the table before canastas and canasta Queens before going out.
If you get a RED in QUEENS you automatically win and must call the TD to the table.
3rd Hand = Jack Me
Meld anything but must meld Jacks to the table before canastas and canasta Jacks before going out.
If you get a RED in JACKS you automatically win and must call the TD to the table.
4th Hand = Ace Me
Meld anything but must meld Aces to the table before canastas and canasta Aces before going out.
If you get a RED in ACES you automatically win and must call the TD to the table.
5th Hand = Start over with King Me.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SCORPIO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your first meld must consist of one of the following cards:
10s, Jacks or Aces. You may use wilds and other cards.
In order to go out you must have 10s, Jacks and Aces melded.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SEX ON THE BEACH NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
A player must have BOTH 6's and 9's melded on your side of the table before going out!!
You may meld and put up as many Canasta's as you wish without melding 6's and 9's.
You just cannot go out until you have melded BOTH 6's and 9's.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SEXY BINGO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 3 in a row (vertical or horizontal)
PLUS, the 6s and 9s melded before you may canasta.
Valid bingo combos are 4-5-6, 7-8-9, 8-9-10, J-Q-K, Q-K-A, 4-8-Q, 5-9-K, 6-10-A.
If you make a canasta before you have bingo plus sex you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SHIPMATE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but you must have Jacks
and Aces melded to the table in order to canasta. In order
to go out, you must have a canasta in Jacks.
REMEMBER: DON'T EVER TOUCH THE PILE.

SHOPPING TRIP NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Women are the shoppers!!
To get them out of the house you must meld the Queens (women) to the table in your initial meld.
You may use wilds and other cards but queens MUST hit the table in the initial meld.
Since women need money to go shopping, 5's and 10's must be melded in order to canasta.
Once you have 5s and 10s melded to the table, you may make nastas.
The first person to finish their shopping trip wins the game (5000 pts).
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SHRINKING VIOLETS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
First hand you cannot meld or canasta 4's.
Second hand 4's or 5's.
Third hand 4's, 5's or 6's and so on until there is a winner.
Aces are neutral and may be melded and canasta'd.
Black 3s must be discarded they cannot be melded to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SIMON SAYS NAME ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st player to draw every hand names the card which will be used to play a
ME game for that hand. Any card 4 thru A can be named.
You can draw before you name the ME game. If a player forgets to name a
game on their first turn of the hand, then their opponent can name the
game on their turn.
Before you meld any cards, the ME Game must be called.
Once the ME game is called, the game is played similar to other ME games.
The ME card must be seen on table before you can canasta. There must be a
canasta of the ME card before you can go out. A red canasta in the ME
card is an automatic win.
Play must stop or auto win is voided.
You must call the TD to the table to verify.

ME rules

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but MUST have a meld in THE
CARD NAMED seen on table in order to Canasta.
Once you have a meld in THE CARD NAMED you can canasta anything u want, but
you must have a canasta in THE CARD NAMED in order to go out.
THE CARD NAMED does not have to be in initial meld or first canasta but
they must be in your meld before making canastas and one of your
canastas if you go out.
If you fail to do either/or you DQ.
If you get a RED in THE CARD NAMED you automatically win and
must call the TD to the table.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SIMON SAYS THE JOKER NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The starting player will DRAW 2 cards and LOOK at his/her cards and based on his
best cards will decide the MELD for that hand.
He will say "Simon Says The Joker Kings with a joker".
Kings with a joker must now be in the INITIAL MELD.
You may use wilds and other cards, but Kings with a joker must
be in the INITIAL MELD.
The next hand, the Opponent will DRAW two cards and LOOK at his cards and based
on his best cards, will decide the MELD for that hand.
He will say, "Simon Says Aces with a joker". Aces with a
joker must now be in the INITIAL MELD.
You may use wilds and other cards, but Aces with a joker must
be in the INITIAL MELD.
The game continues rotating between the players.
If a player forgets to name a card on their first turn of the hand, then their
opponent can name the card on their turn.
REMEMBER: DON'T EVER TOUCH THE PILE. SKYLINE NO OUT NT

 

SKYLINE NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld and canasta 8s through Aces. All other cards
(3s through 7s) are discards only. NO going out EVER.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SNOOKER NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld all four corners (4, 6, J, aces).
You may meld anything in your initial meld but you cannot make any canastas
until you have melded all four corners.
If you get a RED CANASTA in 8s (sinking the 8 ball), play is stopped
until the TD is notified and it is an automatic win
(CAN ONLY DO THIS IF YOU HAVE ALL FOUR CORNERS).
Similar to Corner Pockets but not the same.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SNOW WHITE CANASTA NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may use wilds and other cards in any of your initial melds.
1st Hand --- Snow White is the beauty queen of the land. Queens must be melded in the initial meld.
2nd Hand--- The Wicked Witch Queen feeds Snow White a poisoned apple.
A is for Apple. Aces must be in your initial meld.
3rd Hand--- The Prince is "king-to-beat?" in his land and must kiss
Snow White to awaken her. Kings must be in your initial meld.
4th Hand--- Snow White and the Prince live happily ever after.
Queens and Kings must be in your initial meld.
The 7 dwarfs are very, very important to Snow White and to this game.
A red canasta in 7's, made after your initial meld in any hand, wins the game.
Call the TD to the table to verify the win.
Hi-Ho! Hi-Ho! It's off to play you go.
Remember: 1st hand QUEENS in initial meld.
2nd hand ACES in initial meld.
3rd hand KINGS in initial meld.
4th hand QUEENS AND KINGS in initial meld.
A RED in 7s after you have made your initial meld wins the game.
Play must stop or auto win is voided.
Repeat as needed. That the pile is forbidden. The wicked queen has poisoned it.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SPIN THE BOTTLE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The first card turned up each hand will decide which group the bottle
lands on for you to make your first canasta.
First group = black 3, 4, 5, 6; Second group = 7, 8, 9, 10; Third group = J, Q, K, A.
Please type what the first card turned up was.
If first card was a Joker, 2 or red 3 the next card is used to choose the group.
Once you have made the required canasta you can make other canastas from any group.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

STAIRCASE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
5s, 6s, 8s, 9s, Jacks, & Queens are the only cards allowed to be melded.
All other cards are discards.
Once you meld the 5s, 6s, 8s, 9s, Jacks, & Queens then you can make canasta(s).
No canastas until the Stairs are melded.
Wild cards can be used to make melds or canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SUPERMAN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In order for Superman to save Lois Lane he must jump from the tallest building.
You must meld ACES (highest building) in your initial meld.
In order to make a canasta you must have JACKS (Superman) melded to the board.
In order to go out you must have a canasta in QUEENS (Lois Lane).
If you complete all these tasks you have saved Lois and are a SUPER HERO.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SWEET RED CANASTA NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need 2 Canasta's to go out.
Meld any time. You get a RED canasta at any time it's an auto win .
Play must stop or auto win is voided.
Out any time.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SWEET SIXTEEN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 6’s and 10’s melded before making ANY Canasta’s.
You may NOT pick up PILE.
You may meld ANYTHING at ANYTIME, but if you make a Canasta in 6’s AND 10’s
in the same hand, yell “SWEET SIXTEEN”, call a TD to the table,
and you automatically win the game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

SWING SHIFT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, No bots, points 5000
1st hand 7-3. Meld and canasta anything at any time.
But you cannot go out until you have 7s melded and at least 1 red 3.
2nd hand 3-11. Meld and canasta anything at any time.
But you cannot go out until you have the Jacks melded and at least 1 red 3.
3rd hand 11-7. Meld and canasta anything at any time.
But you cannot go out until you have the 7s and Jacks melded.
If more hands are needed then start over with 7 - 3.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

TEATIME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything at any time. In order to make canastas,
you must have 10s, 8s, and Aces (TEA) melded. In order to go
out, you must have a canasta in 10s, 8s, or Aces. A natural
canasta in 10s, 8s, or Aces is an automatic win. Play must
stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

THREESOME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but 6, 9 and Q (as they are
multiples of 3s) must be melded before making canastas. You
must have 1 canasta in 6, 9 or Q before going out. If you make
a canasta in all 6s, 9s and Qs, it is an auto win. Play must
stop on auto win or it is voided. If you go out before making
a canasta in 6s, 9s, or Qs, it is a DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

THORNY ROSE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Aces are the stem and 5s are the roses. You must have Aces
and 5s in your initial meld. You can use wilds and other
cards. The 8s are the thorns, so you need 8s melded before
making canastas. You need a canasta in Aces or 5s to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

TIC TAC TOE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
If you get three canastas in a row you win automatically.
Like: 456 - 567 - 678 - 789 - 8910 - 910J - 10JQ - JQK - QKA.
They have to be in ascending order so it doesn't count if you do AKQ.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

TOYS R US NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
KIDS WANT LOTS OF TOYS!!
To keep them happy you must meld the Jacks (Kids)
to the table in your initial meld.
You may use wilds and other cards but Jacks MUST
hit the table in the initial meld.
Since they need a parent with money (and things actually cost ?.99),
King's OR Queen's and 9's must be melded in order to canasta.
You must have a canasta in 9's before you can go out.
The first kid to buy all the toys wins the game (5000 pts).
REMEMBER: DON'T EVER TOUCH THE PILE.

 

TURKEY BACON NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Oinkers are Js, Qs, Ks, and As.
You must have at least 1 of the Oinkers in your initial meld.
After your initial meld is seen on the table you may make RED canastas
at any time with or without the rest of the oinkers.
Once each team/player has melded all of the Oinkers
to the table they can then make BLACK canastas.
To go out you must have a canasta in at least 1 of the Oinkers.
A red canasta in any of the Oinkers is an automatic win.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

UNDER ARREST NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like reg canasta, but first person to get 3 red 3s is
under arrest and CANNOT make any more canastas that hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

UP THE CREEK NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything anytime but you must have 6, 9 and Jack melded
on the table before you can make a canasta.
You cannot go out until you have a canasta in either 6, 9 or Jack.
If you canasta all three, 6, 9 and Jacks, your opponent is up the creek and you win automatically.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

UPSTAIRS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld 6s, 9s, 10s, Qs, Ks, and As. All other cards
are discards. You can meld in any order and can use wilds.
Once you meld the 6s, 9s, 10s, Qs, Ks, and As then you can make
canasta(s).
REMEMBER: DON'T EVER TOUCH THE PILE.

 

V NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this tourney, you may ONLY meld 4s, 5s, 10s, Qs and Ks.
All other cards are discards only.
You may meld in any order, and you may use wilds.
You may NOT make any canastas until your V is complete.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

WALMART NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Men and Women shop at Walmart.
To get them out of the house you must meld the Queens (women)
or the Kings (men) to the table in your initial meld.
You may use wilds and other cards but queens or kings
MUST hit the table in the initial meld.
Since both men and women need money to go shopping,
5's and 10's must be melded in order to canasta.
Once you have 5s and 10s melded to the table, you may make nastas.
The first person to finish their shopping trip wins the game (5000 pts).
REMEMBER: DON'T EVER TOUCH THE PILE.

 

WAVES IN POND NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand - 8s and 10s must be melded before making canastas.
2nd Hand - 7s and Jacks must be melded before making canastas.
3rd Hand - 6s and Queens must be melded before making canastas.
4th Hand - 5s and Kings must be melded before making canastas.
5th Hand and any thereafter, 4s and Aces must be melded before
making canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

WHAM BAM THANK YOU MA'AM NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You play 1 hand only and the Highest Score after 1 hand Advances
to the next round. This format can be used with all games for
which the rules should also be posted. Wham Bam Thank You Maam
can usually be completed in 15 minutes. Cancel game after 1st
hand as it is Unrated.

 

WHATEVER NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your first canasta must be ODD (5 7 9 J K).
Your second canasta must be EVEN (4 6 8 10 Q A).
Your third canasta must be ODD and your fourth EVEN etc.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

WINNIE AND FRIENDS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand - Winnie - Aces meld in first meld must have a canasta in aces to go out.
2nd Hand - Piglet - Fours meld in first meld must have a canasta in aces to go out.
3rd Hand - Tigger - Kings meld in first meld must have a canasta in aces to go out.
4th Hand - Rabbit - Jacks meld in first meld must have a canasta in aces to go out.
If the 5th Hand is reached, return to the hundred acre woods.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

WIZARD OF OZ NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand - You must have a red 3 in order to meld and a canasta in Queens to go out.
2nd Hand - First canasta must be in 7s.
3rd Hand - No canasta until 10s are melded.
4th Hand - 6s and 7s may ONLY be used as discards
5th Hand - You may meld and canasta at any time, but if you get all red 3s
in this hand it is a DQ.
6th Hand - You must have a canasta in Kings and
Aces in order to go out.
If the 7th Hand is reached, return to the yellow brick road and begin again,
but watch out for the Wicked Witch!
REMEMBER: DON'T EVER TOUCH THE PILE.

 

WONDER WOMAN NT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In order for Wonder Woman to save the world she must defeat Ares with her golden lasso.
You must meld Queens (Wonder Woman) in your intial meld.
In order to make canastas you must have Kings (Ares) melded to the board.
In order to go out you must have a canasta in Aces.
If you complete all these tasks, you have save the world and are a SUPER HERO!
REMEMBER: DON'T EVER TOUCH THE PILE.

 

WOODEN SOLDIERS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your initial meld must contain Aces, Kings OR Jacks.
You must have A's, K's and J's melded to the table before making any canastas.
You must have a canasta in Aces, Kings or Jacks to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

 

WORKING HAND 9 TO 5 NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can Meld and Canasta anything you want but to Go Out you must have a Working Hand
which is 9's and 5's Melded to the Table.
If you Go Out and you do not have 9's and 5's Melded you will be Disqualified.
You can use Wilds and Jokers in your Meld.
REMEMBER: DON'T EVER TOUCH THE PILE. YO - YO SHRINKING VIOLETS NT

 

YO - YO SHRINKING VIOLETS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game your Meld will go Up and Down.
You can use OTHER cards and WILDS to make your Initial Melds.
First Hand: NO 4s may be Melded.
Second Hand: NO 4s and Aces may be Melded.
Third Hand: NO 4s, 5s and Aces may be Melded.
Fourth Hand: NO 4s, 5s, Kings and Aces may be Melded.
Fifth Hand: NO 4s, 5s, 6s,Kings and Aces may be Melded.
Sixth Hand: NO 4s, 5s, 6s, Queens, Kings and Aces may be Melded.
Seventh Hand: NO 4s, 5s, 6s, 7s, Queens, Kings and Aces may be Melded.
Eighth Hand: NO 4s, 5s, 6s, 7s, Jacks, Queens, Kings and Aces may be Melded.
Ninth Hand: NO 4s, 5s, 6s, 7s, 8s, Jacks, Queens, Kings and Aces may be Melded.
Tenth Hand: NO 4s, 5s, 6s, 7s, 8s, 10s, Jacks, Queens, Kings and Aces may be Melded.

Eleventh Hand: NO 4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, Kings and Aces may be Melded.
If you need more hands then you Start back at No 4s.
REMEMBER: DON'T EVER TOUCH THE PILE.