Kanasta Friends NTC Game Rules
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Index
0-9, A-C, D-F, G-I, J-L, M-O, P-R, S-U, V-Z
357 MAGNUM NTC
<center><h1>357 MAGNUM NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have a Red 3 before you meld anything. You can <br>
meld any cards, but you must have 5s and 7s melded before <br>
you canasta. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
4 ON THE FLOOR NTC
<center><h1>4 ON THE FLOOR NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can meld anything, anytime but no canastas until FOUR 4s <br>
have been melded and announced on the table first (you may use <br>
wilds 4444 or 444J or 4422). You may meld three 4s and hope you or <br>
your partner can add one without making canastas but your <br>
partner cannot add two 4s and call 4 on the floor. You must have <br>
only 4 (4s or combination of 4s and wilds) when calling 4 on <br>
the Floor. You MUST post 4 ON at the table when they are melded <br>
and make sure your op(s) see your 4 on before adding 4s or making <br>
a canasta of 4s on the same turn otherwise this WILL be a DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
4S NTC
<center><h1>4S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
4s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 4s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
5 AND 10 HIT ME AGAIN NTC (NOT FOR DOUBLES)
<center><h1>5 AND 10 HIT ME AGAIN NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 5s and 10s in your INITIAL MELD only. You can use <br>
wilds but no other cards. The turn after 5s and 10s have been melded you <br>
can play anything else and game become like regular NTC. <br>
THE TWIST: When drawing your first 2 cards at the start of a round, if <br>
you can canasta the 5s or 10s you win automatically if not you <br>
opponent has the chance. Play must stop or auto win is voided. <br>
If neither you nor your opponent can make the canasta the round <br>
is played like the rules above. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
5S NTC
<center><h1>5S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
5s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 5s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
6S NTC
<center><h1>6S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
6s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 6s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
69 NTC
<center><h1>69 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
6s OR 9s must be in the INITIAL MELD. You may meld other cards <br>
or wilds as well. Once EITHER 6s OR 9s have been melded, the <br>
game the game is played as regular NTC. Meld any time, <br>
out any time. You may make as many Canastas as you wish, <br>
but only one is needed to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ 69 ROYALS NTC
~*~NEW~*~
<center><h1>69 ROYALS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Your initial meld must consist of either 6s and 9s OR Kings and Queens. You may use wilds and other cards. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
7S NTC
<center><h1>7S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
7s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 7s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
8S NTC
<center><h1>8S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
8s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 8s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
9S NTC
<center><h1>9S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
9s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 9s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
9-1-1s NTC (NOT FOR DOUBLES)
<center><h1>9-1-1 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
9s and Jacks Must be in your INITIAL MELD. You may have <br>
other cards and wilds as well, but 9s and Jacks must be <br>
in your INITIAL MELD. Once 9s and Jacks have been melded <br>
the game is played like normal NTC. Meld anytime. <br>
Go out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
10S NTC
<center><h1>10S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
10s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 10s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
120 MELD NTC
<center><h1>120 MELD NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This tourney is a 120 or more meld. The WHOLE game (no 50s or <br>
90s melds). IT IS NOT EXACT MELD. It is 120 or more meld the WHOLE GAME. <br>
You have to SHOW your meld on the table before making ANY <br>
Canastas, so 120 or more meld may be counted by opponent. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ACES NTC
<center><h1>ACES NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Aces MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, Once Aces have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ACES THE KFRIENDS WAY (KFW) NTC
<center><h1>ACES THE KFRIENDS WAY (KFW) NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can NOT go out until you have Aces melded. Aces do not have <br>
to be in your INITIAL MELD, but you MUST have Aces melded in <br>
order to go out. Aces MUST be melded in order to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ACES WITH A TWIST NTC
<center><h1>ACES WITH A TWIST </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have Aces in your first meld. You may use wilds and <br>
other cards; however, you may meld any red canasta directly <br>
from your hand without having Aces melded on the table. <br>
If you meld to table before melding Aces, you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
AK47 NTC
<center><h1>AK47 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You MUST have TWO of the following cards 4s, 7s, Kings, Aces <br>
in your INITIAL MELD each hand. You do NOT need all 4. <br>
You ONLY NEED ANY 2. You may use WILDS and other cards. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ANYTHING BUT THAT NTC
<center><h1>ANYTHING BUT THAT NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Whatever the FIRST CARD is you CANNOT MELD or make it into a <br>
canasta at any time during that hand. If the FIRST CARD is a 2 <br>
or JOKER then NO WILDS can be played during that hand. <br>
This means you can only have RED CANASTAS and NATURAL MELDS for <br>
that hand only. If the FIRST CARD is a 3 then it is REG NTC <br>
for that hand only. You can meld anytime and go out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ ARE YOU NUTS? NTC ~*~NEW~*~
<center><h1>ARE YOU NUTS? NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000<br>
You play 2 hands only and the Highest Score after 2 <br>
hands Advances. You may not meld wilds, you may only <br>
discard wilds. You may go out. Remember discard all wilds. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
BACK TO BACK NTC (NOT FOR DOUBLES)
<center><h1>BACK TO BACK NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: 4s and 5s <br>
4s and 5s must be in the INITIAL MELD. You may use wilds and <br>
jokers and any other cards to meld, but 4s and 5s must be <br>
in the INITIAL MELD. <br>
2nd Hand: 6s and 7s <br>
6s and 7s must be in the INITIAL MELD. You may use wilds and <br>
jokers and any other cards to meld, but 6s and 7s must be <br>
in the INITIAL MELD. <br>
The rest of the hands progress in the same way as above <br>
3rd Hand: 8s and 9s <br>
4th Hand: 10s and Jacks <br>
5th Hand: Queens and Kings <br>
6th Hand: Aces and 4s and so on <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BACKWARDS KA-KA NTC
<center><h1>BACKWARDS KA-KA NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: Aces NTC <br>
ACES must be in the INITIAL MELD. You may use wilds and jokers <br>
and any other cards to meld, but Aces must be in the INITIAL MELD. <br>
2nd Hand: Kings NTC <br>
KINGS must be in the INITIAL MELD. You may use wilds and jokers <br>
and any other cards to meld, but Kings must be in the INITIAL MELD. <br>
KEEP ALTERNATING THE HANDS BETWEEN ACES AND KINGS <br>
UNTIL THE GAME IS FINISHED. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BACKWARDS L NTC
<center><h1>BACKWARDS L NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may only meld 6s, 10s, Jacks, Queens, Kings, and Aces creating <br>
a backward L. All other cards are discards only. No canastas can <br>
be made until the backward L is complete. Once the backward L is <br>
complete you may make as many canastas as you wish before going out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BAD BOY KINGS NTC
<center><h1>BAD BOY KINGS NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Each hand rotates which cards cannot be melded or made into a canasta. <br>
1st hand: Kings may not be melded or made into a canasta <br>
2nd hand: Kings and Queens may not be melded or made into canastas <br>
3rd hand: Kings, Queens and Jacks may not be melded or made into canastas <br>
4th hand: Starts over with Kings. <br>
You can meld anything else anytime and use wilds. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BATTLESHIP NTC
<center><h1>BATTLESHIP NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The object of this game is to sink all 5 battleships of your opponent. <br>
The battleships are: 4 Pt Boat, 5 Destroyer, 8 Submarine, 10 Battleship, <br>
Aces Aircraft Carrier. To sink a battleship, you must canasta the card <br>
assigned to it. You must confirm each sinking by typing in the room, example, <br>
I sunk your pt boat or sunk 4s. It is up to you to keep track of which ones <br>
you've sunk. You must sink all ships to get an automatic win. If you happen <br>
to get lucky and sink their BATTLESHIP (10s) with a red canasta you win <br>
automatically. Play must stop or auto win is voided. You can only sink <br>
the BATTLESHIP once so if you sink it with a black canasta first, then a <br>
red canasta in 10s later would not count for an auto win. First to sink <br>
all five ships wins, once all ships are sunk game play is over and game <br>
is cancelled. If you do not stop play and cancel it will be considered a DQ <br>
and your ops will advance. If no one sinks all five ships then the player <br>
who reaches 5000 first wins. You can meld and canasta anything you like <br>
and go out whenever you like to save your own ships. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BEAT THAT NTC
<center><h1>BEAT THAT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
If your opponent canastas 4s, you can only canasta 5s or higher. <br>
Melding anything is fine, you can both have the same cards melded, <br>
but each canasta must be at least ONE BETTER than the last one. <br>
You can make more canastas on your turn, but they must be higher <br>
than the last one you made. When Aces have been put to a canasta <br>
no more canastas can be made by either player. You can go out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BIRTHDAY CAKE NTC (NOT FOR DOUBLES)
<center><h1>BIRTHDAY CAKE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
In this tourney you must make a birthday cake before you make <br>
any canastas. Meld cards for the cake are 5, 6, 9, 10, Kings, <br>
Aces and 7 is the candle. Once you have melded everything <br>
for the cake you may make canastas and/or go out. <br>
3, 4, 8, J and Q ARE DISCARDS ONLY. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BITE ME NTC
<center><h1>BITE ME NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can only meld 4, 6, 9, 10, Queens, and Aces. All the rest <br>
are junk cards, throw them away. If you get a red in <br>
any 1 of your canastas you BITE your opponent and win. <br>
IF YOU GET ALL FOUR RED 3S YOU WIN. Make as many black <br>
canastas as you wish. Meld in any order. Go out anytime. <br>
If you get a red canasta or all 4 red 3s BITE your op <br>
and call the td to the table then cancel game. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BLACK OUT NTC
<center><h1>BLACK OUT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played like REG NTC but if you meld everything 4s <br>
thru Aces (black out the board) you automatically win the game. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BLOODY CUT NTC
<center><h1>BLOODY CUT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Your FIRST Canasta MUST be RED, you only need 1 Canasta to go <br>
out. You may make as many black Canastas as you wish, but your <br>
FIRST Canasta MUST be RED. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BLOODY ROYALTY NTC
<center><h1>BLOODY ROYALTY NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld anything you want, but cannot make any canastas <br>
until you have 1 SET (ONLY ONE) 3 RED royalty cards <br>
or 2 RED royalty cards (J, Q or K) melded with a RED 2 or a <br>
Joker. (Jokers are considered color neutral.) <br>
For example, you may meld red J red J red J or red J red J red 2 <br>
or red j red j joker. All black royalty and all other red royalty <br>
(other than you used as above) are discard only. You may not <br>
canasta any of your royalty melds. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BOOK ENDS NTC (NOT FOR DOUBLES)
<center><h1>BOOK ENDS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You MUST meld 4s and Aces ONLY in your INITIAL MELD (Just like <br>
Book Ends). You may use wilds to achieve your INITIAL MELD. <br>
On your SECOND turn you may meld any additional cards. <br>
No Canastas are allowed on the INITIAL MELD. You may <br>
Canasta on your SECOND turn. After the INITIAL MELD of 4s <br>
and Aces ONLY, the rest of the hand is played as Regular NTC. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BOTS R US NTC
<center><h1>BOTS R US NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, able bots, points 5000 <br>
Bots are in control! Look out now as your partner does their <br>
own thing and you just follow along! This fun filled tournament <br>
takes each member in it and partners them with a bot! Bots have a <br>
mind of their own and will not ask their partner if they can go out, <br>
so, play accordingly. The pairs will be posted in doubles format even <br>
though this is a single tourney. BOTS ARE TO BE ENABLED ON ALL TABLES <br>
TO PLAY! This is the Standard Canasta format. You May meld You need <br>
ONE CANASTA to go out. You may meld at any time. You may make <br>
Canastas at any time. You may make as MANY Canastas as you wish, <br>
but only ONE is needed to go out.</h2>
BOX KING NTC
<center><h1>BOX KING NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can Meld any cards at any time and make any Canastas at <br>
any time. But you must have 9s, Queens, Kings and Aces <br>
melded before you can go out. If you get a Red Canasta <br>
in Kings you automatically win the game. On getting a Red Canasta <br>
in Kings then call the TD to the table and cancel the game, <br>
otherwise it is a Rated game. You only cancel on getting a <br>
Red Canasta in Kings. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CABIN FEVER NTC
<center><h1>CABIN FEVER NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
All FACE cards, Jacks, Queens, Kings (Because they have FACES) must stay in <br>
the CABIN (Your Hand) until you can go out. They become "Junk Cards", <br>
so, discard them. They MAY be melded and or made into a Canasta <br>
ONLY if you are going out. If you meld or Canasta face cards <br>
(J, Q, K) and are NOT able to go out, you will be DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CANASTA BY MELD NTC
<center><h1>CANASTA BY MELD NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
If you have to meld 50 you only need 1 canasta to go out. <br>
90 meld 2 canastas to go out. <br>
120 meld 3 canastas to go out. <br>
You may make as many canastas as you like but if you have less <br>
than the amount required, it is a DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CANASTA LEADS NTC (NOT FOR DOUBLES)
<center><h1>CANASTA LEADS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game has 1 Special rule. You must meld with a Canasta <br>
as your INITIAL MELD every Hand. That means you need to make <br>
a Canasta from your Hand to the board along with your <br>
other Melded cards. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CARD UP NTC
<center><h1>CARD UP NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
In this tourney, the game is decided by the TOP CARD turned <br>
up automatically at the BEGINNING of each hand. If the card up <br>
is RED, you play ONE Canasta to go out. If the card up is BLACK, <br>
you play THREE Canastas to go out (More always acceptable). <br>
Each hand is based on the UP CARD. Please announce CARD COLOR <br>
and game for each hand to avoid confusion. If you don't have enough <br>
Canastas when you go out, you will be disqualified. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CHAOS NTC (NOT FOR DOUBLES)
<center><h1>CHAOS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st HAND: Tripler NTC <br>
Your first meld MUST have a RUN of 3 consecutive numbers <br>
(ex: 456, 789, JQK, QKA, etc.) You may use wilds with these cards <br>
to achieve your INITIAL MELD. On your NEXT turn you may meld any <br>
additional cards. No canastas are allowed on the INITIAL MELD. <br>
You may Canasta on your SECOND turn. After the INITIAL MELD of <br>
consecutive numbers only, the rest of the game is played as <br>
Regular NTC. <br>
2nd HAND: Royals NTC <br>
KINGSS OR QUEENS must be in the INITIAL MELD, you may have <br>
OTHER cards or WILDS as well, but KINGS OR QUEENS must be <br>
in with the INITIAL MELD. Once EITHER KINGS or QUEENS have <br>
been melded, the game is played as Regular NTC. Meld anytime. <br>
EITHER KINGS OR QUEENS. Out anytime. <br>
3rd HAND: Cabin Fever <br>
All FACE cards, Jacks, Queens, Kings (Because they have FACES) <br>
must stay in the CABIN (Your Hand) until you can go out. They <br>
become "Junk Cards", so discard them. They MAY be melded and or <br>
made into a Canasta ONLY if you are going out. If you meld or <br>
Canasta face cards (J, Q, K) and are NOT able to go out, you <br>
will be DQ. <br>
4th HAND: HITS NTC <br>
You may ONLY meld or Canasta 8s, 9s, 10s, Jacks, Queens, Kings, <br>
Aces because they are "high cards" and this is HIGH IN THE SKY. <br>
All the lower cards become "junk cards" so discard them. <br>
Out anytime. <br>
5th HAND: Lucky 6s NTC <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST <br>
CANASTA in 6s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
6th HAND: Queens NTC <br>
Queens MUST be in the INITIAL MELD, you may have other cards and <br>
wilds as well, Once Queens have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CLOUD 9 NTC
<center><h1>CLOUD 9 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 9s in your INITIAL MELD, you can have other melds also but no 9s then no meld. <br>
You can make as many canastas as you like but you cannot go out till you have a canasta in 9s. <br>
A red canasta in 9s is an AUTO win. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
COL (COST OF LIVING) NTC
<center><h1>COST OF LIVING NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Things are always going UP! And so is the COST OF LIVING! <br>
1st Hand: 4s must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but 4s must be in the INITIAL MELD. <br>
2nd Hand: 5s must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but 5s must be in the INITIAL MELD. <br>
3rd Hand: 6s must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but 6s must be in the INITIAL MELD. <br>
Continue this way thru the entire deck until the game is over. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
COL (COST OF LIVING) WITH A TWIST NTC
<center><h1>COST OF LIVING WITH A TWIST NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Things are always going UP! And so is the COST OF LIVING! <br>
But NOW we add a TWIST! <br>
1st Hand: 4s must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but 4s must be in the INITIAL MELD. <br>
2nd Hand: 5s must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but 5s must be in the INITIAL MELD. TWIST: If <br>
you did not meld 4s in the first hand, you are still at the beginning <br>
and must STILL meld 4s. You may not advance to melding 5s until you <br>
have completed melding the original 4s. Your Opponent will move on to <br>
melding the 5s if she has successfully completed melding her 4s. <br>
3rd Hand: 6s must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but 6s must be in the INITIAL MELD. <br>
TWIST: You may ONLY move on to melding 6s if you have successfully melded <br>
your 4s and 5s. Continue this way thru the entire deck until the game is over. <br>
REMEMBER: DON'T EVER TOUCH THE PILE <br>
REMEMBER: Your OPP may be on a different meld than you are, on each hand. <br>
If BOTH players meld the required move, then they BOTH move up in the next <br>
hand. If only ONE player melds the required card, then only THAT player <br>
will move up to the next number in the next hand. </h2>
COLT 45 NTC
<center><h1>COLT 45 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 4s and 5s in your INITIAL MELD, you may use other <br>
cards and wilds. You can go out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CONFUSION NTC/PU
<center><h1>CONFUSION NTC/PU</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1ST HAND: REG PU <br>
This is the Standard Canasta format. It is played Draw 2 cards, <br>
2 canastas to go out. MELD anytime. TAKE the pile any time. <br>
OUT anytime. <br>
2ND HAND: NTC <br>
You need ONE CANASTA to go out. You may meld at any time. <br>
You may make canastas at any time. You may make as MANY <br>
Canastas as you wish, but only ONE is needed to go out. <br>
3RD HAND: JOB PU <br>
Your first MELD has to be JACKS or BETTER (Jacks, Queens, Kings, Aces). <br>
Your first CANASTA has to be JACKS or BETTER (Jacks, Queens, Kings, Aces). <br>
You may meld wilds with your cards, but you have to wait for the NEXT <br>
TURN to meld cards other than Jacks, Queens, Kings, or Aces. Your FIRST <br>
meld must be Jacks, Queens, Kings or Aces only. On your NEXT TURN you may <br>
meld any cards you wish. REMEMBER: You need 2 canastas to go out!!! Take the <br>
pile!!! <br>
4TH HAND: MYSTERY NTC <br>
The UP CARD of the deck will foretell the game. Example: If the UP CARD is a <br>
4, you need to use 4s in your INITIAL MELD. Example: If the UP CARD is a KING <br>
in the next hand, you will have to use KINGS in your INITIAL MELD. You <br>
may use other cards and wilds to meld, but whatever the UP CARD is, it <br>
must be in your INITIAL MELD. Once the UP CARD has been melded the <br>
game is played like REGULAR NTC. <br>
Note: If the UP CARD is a 2, JOKER, BLACK 3, OR RED 3 game will be REGULAR NTC <br>
for that hand. And remember, this is NTC, so you may NEVER EVER take the pile. <br>
HINTS: It is a good idea to always TYPE what the UP CARD is, into the room. <br>
Many Hatfield and McCoy battles have been saved by simply typing the UP CARD <br>
at the beginning of each hand. <br>
If you need more than 4 hands, simply start at top again and <br>
continue this process. Keep going till someone wins. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
COPYCAT NTC
<center><h1>COPYCAT NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played like REGULAR NTC with one exception. <br>
You may NEVER meld ANYTHING your opponent has laid on the table. <br>
So, you want to lay down as fast as you can. You may Canasta <br>
something the other player HAS melded, as long as it DOES NOT <br>
HIT THE TABLE. You only need 1 Canasta to go out. <br>
REMEMBER: You may meld something your opponent has made to a canasta <br>
as long as you both at no time during the game have the same thing <br>
on the table. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CORNER POCKETS NTC
<center><h1>CORNER POCKETS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must get all 4 corners (4, 6, J, Aces). You may meld anything <br>
in your INITIAL MELD. You can NOT make any canastas until you <br>
have melded all 4 corners. If you get a RED CANASTA in "8s" <br>
(sinking the 8 ball) it is an automatic win <br>
(you don't need to have all 4 corners) <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CORNER SPOT NTC
<h1><center>CORNER SPOT NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can meld anything at any time. You must have a canasta in <br>
6 or Jacks or Aces to go out. If you get a red canasta in 6s, <br>
Jacks and Aces it is an auto win. Play must stop or auto win <br>
is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
COWBOY CANASTA NTC
<center><h1>COWBOY CANASTA NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Jacks and Kings are the cowboys and BOTH must be in the INITIAL MELD. <br>
You may use wilds in the INITIAL MELD but ONLY Jacks and Kings may be <br>
in the INITIAL MELD. You have to have the cowboys before you can <br>
ride the range. If you get a red canasta in Jacks or Kings you <br>
automatically win the game with a full bunk house. Call the TD <br>
to the table to verify the win. 6s, 8s, 9s, 10s and Queens are <br>
the lassoed and branded cattle. They have closed loops <br>
proving they have been roped. They can be melded in your <br>
second meld and you can canasta them. 3s, 4s, 5s, 7s, and <br>
Aces belong to the Curving Stick Ranch and must be released <br>
(discarded). You cannot meld 3s, 4s, 5s, 7s, and Aces or you <br>
are rustling (DQ). You can keep the red 3s as they are cow ponies. <br>
Happy trails to you in your roundup. Remember: Kings and Jacks <br>
only in your INITIAL MELD. On your second meld, you may play 6s, <br>
8s, 9s, 10s and Queens. You may never meld Black 3s, and all 4s, <br>
5s, 7s, and Aces. A red canasta in Jacks or Kings wins the game. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CRAZY RED 3S NTC
<center><h1>CRAZY RED 3S NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The REASON you set the table for 2-2-1 in this game, is you COULD <br>
end up only drawing ONE Red 3. This is a hard game but a fun one <br>
because you are at the "Dealers Mercy". You MUST WAIT until ALL <br>
the Red 3s are out BEFORE you are allowed to put up canastas. <br>
You can have canastas in your hand and be READY to go but you <br>
CANNOT put a Canasta up until ALL the Red 3s are out. <br>
After ALL the Red 3s are out you may put your canastas up, <br>
but you need a MINIMUM number of canastas equal to the amount <br>
of Red 3s that you have drawn to go out. So, if the Dealer only <br>
gave you ONE Red 3, and your opponent got THREE Red 3s, you <br>
only NEED a MINIMUM of ONE CANASTA to go out, HE needs a <br>
MINIMUM of THREE canastas to go out. If you drew 2 Red 3s <br>
and your opponent got the other 2 Red 3s, you both need <br>
a MINIMUM of 2 canastas to go out. You may put up as <br>
many canastas as you wish once ALL the Red 3333s are out. <br>
Red Canastas or Black Canastas are fine. If you get all <br>
4 Red 3s you lose the game. If the last Red 3 is the LAST CARD <br>
in the deck, NO ONE gets to put Canastas up. Meld what you have <br>
and SLAP THE DEALER. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CRAZY ROYALTY NTC
<center><h1>CRAZY ROYALTY NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
THIS TOURNEY IS ALTERNATING HANDS OF BLOODY AND SHADY ROYALTY <br>
Hand 1: BLOODY ROYALTY NTC <br>
You may meld anything you want, but cannot make any canastas until <br>
you have 1 SET (ONLY ONE) 3 RED royalty cards or 2 RED royalty <br>
cards (J, Q or K) melded with a RED 2 or a Joker. (Jokers are <br>
considered color neutral.) For example, you may meld <br>
red J red J red J or red J red J red 2 or red j red j joker. <br>
All black royalty and all other red royalty (other than you <br>
used as above) are discard only. You may not canasta any of <br>
your royalty melds. <br>
Hand 2: SHADY ROYALTY NTC <br>
You may meld anything you want, but cannot make any canastas until <br>
you have 1 SET (ONLY ONE) 3 black royalty cards or 2 Black royalty <br>
cards (J, Q or K) melded with a black 2 or a Joker, which are <br>
considered color neutral. For example, you may meld black J black J black J <br>
or black J black J black 2 or black j black j joker. All red royalty <br>
and all other black royalty (other than you used as above) are discard <br>
only. You may not canasta any of your royalty melds. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CRYING FOOL NTC
<center><h1>CRYING FOOL NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played as NTC with a twist. The FIRST person to meld <br>
chooses 1 card in their original meld for their opponent to need <br>
in their first meld. You CAN make a canasta in your original meld. <br>
(EX: I melded 992, JJJ and AAA SO I CAN PICK BETWEEN 9s, Js or As for <br>
my opponent to have on their FIRST meld.... I pick 9s so I type at <br>
table 9s so opponent knows what must be in their first meld.) <br>
If the first person to meld only melds 1 card (let's say Aces) <br>
then that card is automatically the meld card needed by the <br>
other player(s). If the first person to meld melds more than 1 card <br>
as in the example above and does not name the card at the table <br>
before discarding, then it is a DQ. You repeat each hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DAILY SPECIAL NTC (NOT FOR DOUBLES)
<center><h1>DAILY SPECIAL NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1ST HAND - 4s and 8s NTC <br>
4s and 8s must be in your INITIAL MELD. You can have other cards <br>
and wilds as well, but 4s and 8s must be in your INITIAL MELD. <br>
Once 4s and 8s have been melded the game is played like <br>
REGULAR NTC. You can meld anytime and go out anytime. <br>
2ND HAND - Kings NTC <br>
Kings must be in your INITIAL MELD. You can have other cards and <br>
wilds as well, but Kings must be in your INITIAL MELD. Once Kings <br>
have been melded the game is played like REGULAR NTC. You can meld <br>
anytime and go out anytime. <br>
3RD HAND - 5s NTC
5s must be in your INITIAL MELD. You can have other cards and <br>
wilds as well, but 5s must be in your INITIAL MELD. Once 5s have <br>
been melded the game is played like REGULAR NTC. You can meld <br>
anytime and go out anytime. <br>
4TH HAND - NTC You can meld anything anytime and go out anytime. Once you have <br>
finished the 4th hand you go back to the beginning and start <br>
with the first hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ DARK QUEENS NTC ~*~NEW~*~
<center><h1>DARK QUEENS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld and canasta anything at any time, but Queens <br>
must be the last canasta made in order to go out. If you go <br>
out and you do not have a canasta in Queens, you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DARN 3S NTC (NOT FOR DOUBLES)
<center><h1>DARN 3S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Once you have a RED 3 you cannot make any canastas. You can <br>
meld anything and go out anytime. Make as many canastas as <br>
you want as long as you do not have any RED 3s. So, if you are <br>
dealt with Red 3s then you cannot make any canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DEADMANS HAND NTC (NOT FOR DOUBLES)
<center><h1>DEADMANS HAND NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You MUST have BOTH 8s and Aces in your INITIAL MELD. <br>
You may use wilds and other cards to achieve your INITIAL MELD <br>
of 8s and Aces. The rest of the game is played as Regular NTC. <br>
MELD anytime. OUT anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DEAD MEN TELL NO TALES NTC (NOT FOR DOUBLES)
<center><h1>DEAD MEN TELL NO TALES NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Your FIRST CANASTA must be Aces or 8s. If you make your <br>
FIRST CANASTA in Aces, then they are DEAD and your OPPs <br>
first Canasta MUST be 8s. If your OPPs first Canasta is 8s <br>
then YOUR first Canasta must be Aces. You cannot make a <br>
Canasta of BOTH (even if you may have the cards). Your FIRST <br>
Canasta may ONLY be Aces or 8s. You may meld ANY cards <br>
at ANY time, but your FIRST CANASTA must be Aces or 8s. <br>
You may make additional canastas if you wish. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DEAD WOMANS NTC (NOT FOR DOUBLES)
<center><h1>DEAD WOMANS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may not Meld or Canasta Queens or Aces so throw away <br>
all your Queens and Aces. They are "Junk Cards". Your <br>
INITIAL MELD must include Kings and Jacks, then the rest <br>
of the game is played like Regular NTC. You can Meld <br>
and Go Out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ DEVILS CRYING FOOL NTC ~*~NEW~*~
<center><h1>DEVILS CRYING FOOL NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is a combination of the games Crying Fools NTC and <br>
Devil Fools NTC. The FIRST person to meld chooses 1 card in <br>
their original meld for their opponent to need in their first <br>
meld. You CAN make a canasta in your original meld. You may <br>
NOT choose 6s in your INITIAL MELD. (EX: I melded 992, JJJ <br>
and AAA SO I CAN PICK BETWEEN 9s, Js or As for my opponent to <br>
have on their FIRST meld.... I pick 9s so I type at table 9s, <br>
so your opponent knows what must be in their first meld.) If <br>
the first person to meld only melds 1 card (let's say Aces) <br>
then that card is automatically the meld card needed by the <br>
other player(s). In order to go out, you must have exactly <br>
3 natural 6s melded. No wilds on the sixes and if more than <br>
3 sixes, you cannot go out. If the first person to meld <br>
melds more than 1 card as in the example above and does not <br>
name the card at the table before discarding or melds a wild <br>
with your sixes, then it is a DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ DEVILS FOOL NTC ~*~NEW~*~
<center><h1>DEVILS FOOL NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld anything, anytime but in order to go out <br>
you must have exactly 3 natural 6s melded. No wilds on <br>
the sixes and if more than 3 sixes, you cannot go out. <br>
If you meld a wild with your sixes, you DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DIAMOND MINE NTC (NOT FOR DOUBLES)
<center><h1>DIAMOND MINE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
5s, 7s, 10s, and Kings are the only cards allowed to be melded. <br>
All other cards are discards. Once you meld the 5s, 7s, 10s, <br>
and Kings then you can make canasta(s). No canastas until <br>
the diamond is melded. Wild cards can be used to make <br>
melds or canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DIME STORE NTC (NOT FOR DOUBLES)
<center><h1>DIME STORE NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
5s and 10s MUST be in the INITIAL MELD, you may have OTHER cards <br>
and wilds as well, but 5s and 10s MUST be in with the INITIAL <br>
MELD. Once 5s and 10s have been melded the game is played like <br>
normal NO TOUCH CUT. MELD anytime. OUT anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
YOU CAN CANASTA AT ANY TIME.</h2>
DON'T LEAVE ME BEHIND NTC
<center><h1>DON'T LEAVE ME BEHIND NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld anything, anytime but each player must have at <br>
least 1 canasta before either player may go out. If you go out <br>
and your opponent is without a canasta made you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DOWN IN THE VALLEY NTC
<center><h1>DOWN IN THE VALLEY NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may ONLY meld and Canasta Aces, 3s, 4s, 5s, 6s, and 7s <br>
(Because these are "low cards" and you are DOWN IN THE VALLEY). <br>
The 8s, 9s, 10s, Js, Qs, and Ks become "junk cards", so simply <br>
discard them. MELD anytime. OUT anytime. <br>
REMEMBER: The ACES are LOW CARDS. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ELLE NTC
<center><H1>ELLE NTC</H1>
<H2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must make an L by melding only 7s, 8s, 9s, 10s, Aces. <br>
All other cards are discards only. You may use wilds. <br>
You must meld the L before making canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
EVEN OR ODD NTC
<center><h1>EVEN OR ODD NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
If the first card up is ODD (3, 5, 7, 9, Jack, King) you <br>
can only meld/canasta (3s, 5s, 7s, 9s, Jacks, Kings) and <br>
a RED in 7s is an AUTO WIN. <br>
If the first card up is even (4, 6, 8, 10, Queen, Ace) you <br>
can only meld/canasta (4s, 6s, 8s, 10s, Queens, Aces) and <br>
a RED in 6s is an AUTO WIN. <br>
If you get an auto win please cancel game. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
EVEN STEVEN NTC
<center><h1>EVEN STEVEN NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may only meld and canasta 4s, 6s, 8s, 10s, Qs, As and <br>
wilds. You may meld and canasta the even cards at any time. <br>
You do not need all even cards melded before you make <br>
canastas. All other cards are discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ FACE THE ODDS NTC ~*~NEW~*~
<center><h1>FACE THE ODDS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may only meld or canasta 3s, 5s, 7s, 9s, Js, Qs and Ks with or
without wilds. <BR> All other cards are discards only. <BR>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2><BR>
FACELESS NTC
<center><h1>FACELESS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may NEVER meld or Canasta JACKS, QUEENS, OR KINGS <br>
(Because they have "Faces"). So, throw away all the <br>
Jacks, Queens, and Kings. They become "junk cards". <br>
MELD anytime. OUT anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
FACELESS HITS NTC
<center><h1>FACELESS HITS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You alternate hands of Faceless and Hits. Only 1 canasta <br>
is needed to go out in Hits. <br>
Hand 1: Faceless NTC <br>
Timer, disable bots, points 5000 <br>
You may NEVER meld or Canasta JACKS, QUEENS, OR KINGS <br>
(Because they have "Faces"). So, throw away all the <br>
Jacks, Queens, and Kings. They become "junk cards". <br>
MELD anytime. OUT anytime. <br>
Hand 2: HITS NTC <br>
You may ONLY meld or Canasta 8s, 9s, 10s, Jacks, Queens, Kings, <br>
Aces because they are "high cards" and this is HIGH IN THE SKY. <br>
All the lower cards become "junk cards" so discard them. <br>
Out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
FACELESS SEXY ACES NTC
<center><h1>FACELESS SEXY ACES NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
There are 3 RULES for this tourney. <br>
1. You cannot meld Jacks, Queens and Kings. So, throw your <br>
Jacks, Queens, Kings as discards Only. <br>
2. ACES must be in INITIAL MELD. You can have other cards as well, <br>
but ACES must be in with the INITIAL MELD. <br>
3. You must also have sex (6s and 9s) melded before you make <br>
any canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
FIGURE 8 NTC
<center><h1>FIGURE 8 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld and canasta anything at any time but you <br>
cannot go out until you have a canasta in 8s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
FLIGHT 93 NTC
<center><h1>FLIGHT 93 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
9s Must be in your INITIAL MELD, you may have other cards <br>
and wilds as well, but 9s must be in your INITIAL MELD. <br>
Once 9s have been melded the game is played like normal NTC. <br>
You must meld black 3s to go out. If you go out and do not meld <br>
black 3s, you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
GAMBLE NTC
*NOT TO BE USED FOR SPECIALS*
<center><h1>GAMBLE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
NO SETTINGS ARE SET until both players name a card. The <br>
first player to make a canasta from their own named card <br>
gets an automatic win. If neither player <br>
makes the canasta that was gambled on, the player with the <br>
highest score after all hands wins. You may NOT make any <br>
canastas, until the card you gambled on has been melded <br>
each hand. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
GAME OF MYSTERY NTC
*NOT TO BE USED FOR SPECIALS*
<center><h1>GAME OF MYSTERY NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
But the number of canastas needed will depend on the game <br>
played. You must have the correct number (or more) <br>
canastas per game before you go out or you will DQ. DO NOT <br>
TOUCH THE PILE. EVER. The UP CARD of the deck will foretell <br>
the game.<br> <br>
<Table border="1">
<tr align="center">
<td><h2> UPCARD </h2></td>
<td><h2> NUMBER OF CANASTAS </h2></td>
<td><h2>GAME</h2></td>
</tr>
<tr align="center">
<td><h2>2 OR JOKER</h2></td>
<td><h2>2 Cans</h2></td>
<td><h2>JACK THE JOKER NT <br>
You must meld jacks with a joker in your INITIAL MELD. <br>
They have to hit table first but can be melded with <br>
other cards. You may not canasta the jacks straight <br>
from your hand, they must be visible on the table first.</h2></td>
</tr>
<tr align="center">
<td><h2>3</h2></td>
<td><h2>2 Cans</h2></td>
<td><h2>NO 3 OF A KIND NT <br>
You cannot have any 3 of a kind on the table in front of you, <br>
they must be 4 of a kind or more. You can use Wilds or Jokers <br>
to make 4 of a kind so that you can Meld.</h2></td>
</tr>
<tr align="center">
<td><h2>4</h2></td>
<td><h2>1 Can</h2></td>
<td><h2>4 ON THE FLOOR NTC <br>
You can meld anything, anytime but no canastas until FOUR 4s <br>
have been melded and announced on the table first (you may use <br>
wilds 4444 or 444J or 4422). You may meld three 4s and hope you or <br>
your partner can add one without making canastas but your <br>
partner cannot add two 4s and call 4 on the floor. You must have <br>
only 4 (4s or combination of 4s and wilds) when calling 4 on <br>
the Floor. You MUST post 4 ON at the table when they are melded <br>
and make sure your op(s) see your 4 on before adding 4s or making <br>
a canasta of 4s on the same turn otherwise this WILL be a DQ.</h2></td>
</tr>
<tr align="center">
<td><h2>5</h2></td>
<td><h2>2 Cans</h2></td>
<td><h2>5s NO OUT NT <br>
5s must be in INITIAL MELD. You can have other cards as well, <br>
but 5s must be in with the INITIAL MELD. If you Canasta other <br>
cards 5s must hit the table. </h2></td>
</tr>
<tr align="center">
<td><h2>6</h2></td>
<td><h2>1 Can</h2></td>
<td><h2>LUCKY 6S NTC <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST <br>
CANASTA in 6s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. </h2></td>
</tr>
<tr align="center">
<td><h2>7</h2></td>
<td><h2>2 Cans</h2></td>
<td><h2>7 DAYS AND 8 NIGHTS NT <br>
Meld anything anytime but you cannot make canastas until you <br>
have both 7s and 8s melded. You must canasta either 7s or 8s <br>
before you can go out.</h2></td>
</tr>
<tr align="center">
<td><h2>8</h2></td>
<td><h2>2 Cans</h2></td>
<td><h2>8 BRIDES FOR 8 BROTHERS NT<br>
You must canasta both JACKS and QUEENS before you may go out. <br>
You may meld and canasta anything you like but cannot go out <br>
until you have a canasta in both JACKS and QUEENS.</h2></td>
</tr>
<tr align="center">
<td><h2>9</h2></td>
<td><h2>1 Can</h2></td>
<td><h2>Cloud 9 NTC <br>
Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 9s in your INITIAL MELD, you can have other melds also but no 9s then no meld. <br>
You can make as many canastas as you like but you cannot go out till you have a canasta in 9s. <br>
A red canasta in 9s is an AUTO win. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2></td>
</tr>
<tr align="center">
<td><h2>10</h2></td>
<td><h2>1 Can</h2></td>
<td><h2>10s NTC <br>
10s MUST be in the INITIAL MELD, you may have other cards and <br>
wilds as well, once 10s have been melded the game is played <br>
like normal NO TOUCH CUT. </h2></td>
</tr>
<tr align="center">
<td><h2>J</h2></td>
<td><h2>1 Can</h2></td>
<td><h2>JACKS OR BETTER NTC <br>
Your first MELD has to be JACKS or BETTER (Jacks, Queens, Kings, <br>
Aces). Your first CANASTA has to be JACKS or BETTER (Jacks, <br>
Queens, Kings, Aces).You may meld wilds with your cards, but you <br>
have to wait for the NEXT TURN to meld cards other than Jacks, <br>
Queens, Kings, or Aces. Your FIRST meld must be Jacks, Queens, <br>
Kings or Aces only. On your NEXT TURN you may meld any cards you <br>
wish.</h2></td>
</tr>
<tr align="center">
<td><h2>Q</h2></td>
<td><h2>1 Can</h2></td>
<td><h2>QUEEN FOR A DAY NTC <br>
This game is played like Regular NTC. All you need is a RED<br>
CANASTA in QUEENS (natural Canasta, no wilds) and you are <br>
the QUEEN FOR A DAY. If you get a RED CANASTA in QUEENS, <br>
call the TD to the table, game is over and you win. <br>
MELD anytime. OUT anytime. Play must stop or auto win <br>
is voided.</h2></td>
</tr>
<tr align="center">
<td><h2>K</h2></td>
<td><h2>2 Cans</h2></td>
<td><h2>KING ME NT <br>
You may meld anything at any time, but MUST have a meld in KINGS <br>
seen on table in order to Canasta. Once you have a meld in KINGS <br>
you can canasta anything u want, but you must have a canasta <br>
in KINGS in order to go out. KINGS do not have to be in INITIAL <br>
MELD or first canasta but they must be in your meld before making <br>
canastas and one of your canastas if you go out. If you fail to <br>
do either/or you DQ. If you get a RED in KINGS you automatically <br>
win and must call the TD to the table. Play must stop or auto <br>
win is voided.</h2></td>
</tr>
<tr align="center">
<td><h2>A</h2></td>
<td><h2>1 Can</h2></td>
<td><h2>ACES THE KFRIENDS WAY (KFW) NTC <br>
You can NOT go out until you have Aces melded. Aces do not have to <br>
be in your INITIAL MELD, but you MUST have Aces melded in order to <br>
go out. Aces MUST be melded in order to go out. </h2></td>
</tr>
</table> <br>
HINTS: It is a good idea to always TYPE what the UP CARD is and the <br>
name of the game on the table. Many Hatfield and McCoy battles have <br>
been saved by simply typing the UP CARD at the beginning of each hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
GRAND SLAM DUNK NTC (NOT FOR DOUBLES)
<center><h1>GRAND SLAM DUNK NTC<h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You cannot meld anything unless you can go out directly. <br>
You must meld everything in one throw then discard if <br>
necessary. If you do not meld everything at one time <br>
and go out then you DQ. You can't meld anything unless <br>
you can go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
GUNSMOKE CANASTA NTC
<center><h1>GUNSMOKE CANASTA NTC<h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
He rode into town to settle them down <br>
Crime had gone on too long. <br>
The guns that he had shook up the bad <br>
And the very next day they all ran away <br>
For this is the arsenal he had: <br><br>
1st Hand: COLT 45 NTC <br>
4s and 5s must be in your INITIAL MELD. Other cards and wilds <br>
may be used but 4s and 5s must be in your INITIAL MELD. <br>
2nd Hand:38 SPECIAL NTC <br>
8s must be in your INITIAL MELD. Other cards and wilds may be <br>
used but 8s must be in your INITIAL MELD. You must meld <br>
Black 3s to go out. <br>
3rd Hand: 410 SHOTGUN NTC <br>
4s and 10s must be in your INITIAL MELD. Other cards and wilds <br>
may be used but 4s AND 10s must be in your INITIAL MELD. <br>
4th Hand: PEACE REIGNS IN THE VALLEY <br>
This hand is played as Regular NTC. Meld anything, Canasta <br>
anything, Out anytime. <br>
IF 5TH HAND REQUIRED, START WITH COLT 45 NTC AGAIN. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
HEINZ 57 NTC (NOT FOR DOUBLES)
<center><h1>HEINZ 57 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You MUST have BOTH 5s AND 7s in your INITIAL MELD. You may use <br>
wilds and other cards to achieve your INITIAL MELD of 5s and <br>
7s. The rest of the game is played as Regular NTC. MELD anytime. <br>
OUT anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
HIGH LOW NTC
<center><h1>HIGH LOW NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Red seats can only Meld high cards 9s, 10s, Jacks, Queens, <br>
Kings and Aces. You may not Canasta 4s, 5s, 6s, 7s or 8s <br>
if you are Red. Blue seats can only Meld low cards 4s, <br>
5s, 6s, 7s, 8s and Aces. You may not Canasta 9s, 10s, Jacks, <br>
Queens or Kings if you are Blue. The Aces are both high and <br>
low so anyone can use them to Meld. You may not meld black 3s. <br>
MELD anytime. OUT anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
HORSESHOE NTC (NOT FOR DOUBLES)
<center><h1>HORSESHOE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can only meld and canasta the 4s, 5s, 6s, 10s, Queens, <br>
Kings, Aces, and Wilds. All other cards are for discards only. <br>
So, throw away those black 3s and all 7s, 8s, 9s, and Jacks. <br>
All cards (4s, 5s, 6s, 10s, Queens, Kings, and Aces) must be melded <br>
before making any canastas. You can however meld in any order. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
HOT TENS ON TOP NTC
<center><h1>HOT TENS ON TOP NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must meld 10S with your INITIAL MELD. You may use others <br>
to meld with them but you must have 10s in meld. <br>
If you get a red canasta in 10s you get HOT TENS ON TOP and <br>
win automatically. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
I'M SCREWED NTC
<center><h1>I'M SCREWED NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
In each hand if you are the 1st to draw and Top card is black <br>
you can only meld or canasta 4s, 5s, 6s, 7s, 8s, and your <br>
opponent has the opposite. If top card is red you can only <br>
meld or canasta 9s, 10s, Jacks, Queens, or Kings. You can <br>
NEVER meld or canasta black 3s and aces so throw them out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ I AM NTC (NOT FOR DOUBLES) ~*~NEW~*~
<center><h1>I AM NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000<br>
You can only meld the 4s, 6s, 8s, 9s, 10s, Queens, and Aces. <br>
All other cards are for discards only. So, throw away those <br>
black 3s and all 5s, 7s, Jacks, and Kings. All cards (4s, 6s, <br>
8s, 9s, 10s, Queens, Aces) must be melded before making any <br>
canastas. You can however meld in any order. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ ICICLE NTC ~*~NEW~*~
<center><h1>ICICLE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000<br>
You need ONE CANASTA to go out. You may meld and make canasta <br>
at any time. Exception: You may not use any wilds until the <br>
draw pile reaches 20 cards or less. You cannot use wilds to <br>
make canastas, meld or discard until the draw pile reaches 20 <br>
cards or less. The number of cards left in the draw pile is <br>
above the pile.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ ICY QUEEN NTC ~*~NEW~*~
<center><h1>ICY QUEEN NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000<br>
You must meld natural queens in your INITIAL MELD. You may not <br>
meld wilds until you are going out. If you meld wilds without <br>
going out or meld queens with a wild in INITIAL MELD, you will <br>
DQ. If you get a RED in QUEENS, you automatically win. Play <br>
must stop or auto win is voided.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
IN THE DARK NTC
<center><h1>IN THE DARK NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st HAND <br>
Before either player pushes Start the Host of the table names <br>
either 4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, Kings or Aces. <br>
The card selected by the Host is the card which must be in your <br>
INITIAL MELD for that Hand. You can have Wilds and Jokers with <br>
the named card to make your INITIAL MELD but you cannot use any <br>
other cards as well as the selected card to make your INITIAL MELD. <br>
After you have made your INITIAL MELD you can Meld or Canasta <br>
anything you like. If you forget to name a card then the Hosting TD <br>
will come to the table and name one for you. <br>
2nd HAND <br>
Before either player pushes Start the Opponent of the table names <br>
either 4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, Kings or Aces. <br>
The card selected by the Opponent is the card which must be in your <br>
INITIAL MELD for that Hand. You can have Wilds and Jokers with <br>
the named card to make your INITIAL MELD but you cannot use any <br>
other cards as well as the selected card to make your INITIAL MELD. <br>
After you have made your INITIAL MELD you can Meld or Canasta <br>
anything you like. If you forget to name a card then the Hosting TD <br>
will come to the table and name one for you. <br>
The Hands then rotate between players. You must name the card to Meld . <br>
before looking at your Hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
INVITERS CHOICE NTC ~
<center><h1>INVITERS CHOICE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000<br>
When TD calls pairs first player listed will pick a game and <br>
the table for that game. Player will announce the game in the <br>
lobby and at the table. TD may be called to the table for rules.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
JACK N 7 NTC
<center><h1>JACK N 7 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 7s or Jacks in first meld. You can use wilds <br>
and other cards but you must have a canasta in 7s or Jacks <br>
to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
JACKS NTC
<center><h1>JACKS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Jacks MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, Once Jacks have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
JOB (JACKS OR BETTER) NTC
<center><h1>JOB (JACKS OR BETTER) NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Your first MELD has to be JACKS or BETTER (Jacks, Queens, Kings, <br>
Aces). Your first CANASTA has to be JACKS or BETTER (Jacks, Queens, <br>
Kings, Aces). You may meld wilds with your cards, but you have to <br>
wait for the NEXT TURN to meld cards other than Jacks, Queens, <br>
Kings, or Aces. Your FIRST meld must be Jacks, Queens, Kings <br>
or Aces only. On your NEXT TURN you may meld any cards you wish. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. <br>
HINTS: Your INITIAL MELD has to be Jacks, Queens, Kings, or <br>
Aces ONLY. Use as many wilds as is necessary. On your NEXT TURN <br>
you may meld anything else. Your FIRST CANASTA has to be Jacks, <br>
Queens, Kings, or Aces. You may put up as many Canastas as you wish <br>
but be sure that the FIRST one to go up is JACKS or BETTER. If <br>
you put up three Canastas, be sure the first one going up is <br>
JACKS or BETTER. Anything after that is fine. You may only go <br>
out when you have your first Canasta up as Jacks, Queens, Kings, or <br>
Aces. You may close as many Canastas as you want as long as the first <br>
one is JACKS or BETTER. </h2>
~*~NEW~*~ JOKER SHUFFLE NTC ~*~NEW~*~
<center><h1>JOKER SHUFFLE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is a twist to Limbo the Joker NTC. <br>
1st Hand Ace the Joker NTC - <br>
Players must have Aces melded with a Joker in their first meld. <br>
2nd Hand 4 the Joker NTC - <br>
Players must have Fours melded with a Joker in their first meld. <br>
3rd Hand King the Joker NTC - <br>
Players must have Kings melded with a Joker in their first meld. <br>
4th Hand 5 the Joker NTC - <br>
Players must have Fives melded with a Joker in their first meld. <br>
5th Hand Queen the Joker NTC - <br>
Players must have Queens melded with a Joker in their first meld. <br>
6th Hand Six the Joker NTC, if needed. <br>
If more hands are to be played then continue onto Jacks and etc. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. <br>
*HINT* When melding multiple cards, the JOKER will go with the lowest card.</h2>
JOKES ON YOU NTC
<center><h1>JOKES ON YOU NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
In your INITIAL MELD you must use a joker with a face card <br>
(Jacks, Queens, or Kings), which you may never canasta. <br>
Please type which face card you use with joker to Meld <br>
at the table. You may meld and canasta other face cards <br>
with or without jokers. One canasta to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
K9 NTC (NOT FOR DOUBLES)
<center><h1>K9 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must Meld Kings and 9s only in your INITIAL MELD. You <br>
may use Wilds to achieve your INITIAL MELD. On your Next <br>
Turn you may meld any other cards. No Canastas are allowed <br>
on your INITIAL MELD. You may Canasta on your Next Turn. <br>
After the INITIAL MELD of only Kings and 9s the rest of <br>
the game is played as Regular NTC. You may Meld and Go Out <br>
at any time. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
KA-KA NTC
<center><h1>KA-KA NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: Kings NTC <br>
Kings MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, Once Kings have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
2nd Hand: Aces NTC <br>
Aces MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, Once Aces have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
KEEP ALTERNATING THE HANDS BETWEEN KINGS AND ACES UNTIL THE <br>
GAME IS FINISHED. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ KICK IT UP A NOTCH NTC ~*~NEW~*~
<center><h1>KICK IT UP A NOTCH NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is a combination of SOS and Crying Fool NTC played in the same hand. <BR>
Your initial meld must consist of 6s or 7s PLUS whatever card was chosen to meld with. <br>
The FIRST person to meld chooses 1 card <br<
in their original meld for their opponent to need <br>
in their first meld PLUS 6s or 7s. <br>If the first person to meld does not name the card at the table <br>
before discarding, it is a DQ. Example: Aces 6/7. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
KINGS NTC
<center><h1>KINGS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Kings MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, Once Kings have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T PICK UP THE PILE. </h2>
KING SMOKE NTC (NOT FOR DOUBLES)
<center><h1>KING SMOKE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
JACKS and KINGS must be in INITIAL MELD, you may use other cards <br>
and wilds. You must have a canasta in JACKS or KINGS to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ KOALAS AND ROOS NTC ~*~NEW~*~
<center><h1>KOALAS AND ROOS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The Kangaroos live with Koalas. Since they are friends you <br>
must meld the Kings, Koalas with a 2, Roos (example KK <br>
with a 2) together in your INITIAL MELD. You may not <br>
add a Joker to your Koalas in your INITIAL MELD. In order <br>
to go out, you must have a canasta in Kings before you <br>
go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LADIES AND GENTS NTC
<center><h1>LADIES AND GENTS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can meld anything you want but you have to have Queens <br>
and Kings Melded before making any Canastas. You can use <br>
Wilds and Jokers with your Queens and Kings but they have <br>
to be Melded before any Canastas are made. You can Meld <br>
both directly into a canasta to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
LADIES NIGHT OUT NTC
<center><h1>LADIES NIGHT OUT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld and canasta anytime. You must have Aces and Queens <br>
melded on the table before you can go out. Please make sure your <br>
opponent(s) see the Aces and Queens on the table if you are going <br>
out in the same turn. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
LADIES UP HIGH NTC
<center><h1>LADIES UP HIGH NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may Meld and Canasta at any time but you may only put Queens <br>
Straight into a Canasta. You may not Discard or Meld Queens <br>
to the table they may only go Straight to a Canasta. <br>
If you do Discard or Meld Queens to the table you will <br>
be DQ and Lose the game. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
LEADER MAKES 2 NTC
<center><h1>LEADER MAKES 2 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st HAND is NTC for BOTH players. For the rest of the hands, <br>
the player with the highest score, i.e. THE LEADER MUST <br>
have 2 canastas to go out. The other player only needs 1 <br>
canasta to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
LIMBO NTC
<center><h1>LIMBO NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
How low can you go? <br>
1st Hand: Aces NTC <br>
Aces MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once Aces have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
2nd Hand: Kings NTC <br>
Kings MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once Kings have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
3rd Hand: Queens NTC <br>
Queens MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once Queens have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
4th Hand: Jacks NTC <br>
Jacks MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once Jacks have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
5th Hand: 10s NTC <br>
10s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 10s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
6th Hand: 9s NTC <br>
9s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 9s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
If more hands are to be played then continue onto 8s and etc. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LIMBO THE JOKER NTC
<center><h1>LIMBO THE JOKER NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
How low can you go? <br>
1st Hand: Ace the Joker NTC <br>
Players must have Aces melded with a Joker in their first meld. <br>
2nd Hand: King the Joker NTC <br>
Players must have Kings melded with a Joker in their first meld. <br>
3rd Hand: Queen the Joker NTC <br>
Players must have Queens melded with a Joker in their first meld. <br>
4th Hand: Jack the Joker NTC <br>
Players must have Jacks melded with a Joker in their first meld. <br>
5th Hand: Ten the Joker NTC <br>
Players must have Tens melded with a Joker in their first meld. <br>
6th Hand: Nine the Joker NTC, if needed. <br>
If more hands are to be played then continue onto 8s and etc. <br>
*HINT* When melding multiple cards, the JOKER will go with the <br>
lowest card. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LOW HIGH NTC
<center><h1>LOW HIGH NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: LOW NTC <br>
You have to meld either 4s, 5s, 6s, 7s, or 8s. You may use wild cards <br>
to help make the meld or canastas. You have to have at least <br>
1 Canasta to go out. Discard 9 through Aces. If you meld or Canasta <br>
9 through Aces, you DQ. You may never meld or Canasta 9s, 10s, Jacks, <br>
Queens, Kings or Aces in this hand. <br>
2nd Hand: HIGH NTC <br>
You have to meld 9s, 10s, Jacks, Queens, Kings or Aces. You may use <br>
wild cards to help make the meld or Canastas. You have to have at <br>
least 1 Canasta to go out. Discard 4s, 5s, 6s, 7s or 8s. If you meld <br>
or Canasta 4 through 8, you DQ. You may never meld or Canasta 4s, 5s, <br>
6s, 7s or 8s in this hand. The hands then rotate between 1st HAND LOWS <br>
and 2nd HAND HIGHS until someone wins the game. Players at the table <br>
should state whether it is LOW or HIGH hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
LUCKY 4S NTC
<center><h1>LUCKY 4S NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 4s. When you have made your FIRST <br>
CANASTA in 4s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY 5S NTC
<center><h1>LUCKY 5S NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 5s. When you have made your FIRST <br>
CANASTA in 5s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY 6S NTC
<center><h1>LUCKY 6S NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST <br>
CANASTA in 6s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY 6S WITH A TWIST NTC
<center><h1>LUCKY 6S WITH A TWIST NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST <br>
CANASTA in 6s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
THE TWIST: <br>
You may make RED (and only RED) Canastas at any time. If you <br>
make a RED Canasta you may go out at any time. NO Black Canastas <br>
until you have made a canasta in 6s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY 7S NTC
<center><h1>LUCKY 7S NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 7s. When you have made your FIRST <br>
CANASTA in 7s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY 8S NTC
<center><h1>LUCKY 8S NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 8s. When you have made your FIRST <br>
CANASTA in 8s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY 9S NTC
<center><h1>LUCKY 9S NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 9s. When you have made your FIRST <br>
CANASTA in 9s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY 10S NTC
<center><h1>LUCKY 10S NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 10s. When you have made your FIRST <br>
CANASTA in 10s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY ACES NTC
<center><h1>LUCKY ACES NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN ACES. When you have made your FIRST <br>
CANASTA in ACES (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY JACKS NTC
<center><h1>LUCKY JACKS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN JACKS. When you have made your FIRST <br>
CANASTA in JACKS (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY KINGS NTC
<center><h1>LUCKY KINGS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN KINGS. When you have made your FIRST <br>
CANASTA in KINGS (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LUCKY QUEENS NTC
<center><h1>LUCKY QUEENS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN QUEENS. When you have made your FIRST <br>
CANASTA in QUEENS (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
MAYHEM NTC
<center><h1>MAYHEM NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: 5s NTC <br>
5s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 5s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
2nd hand: 69 NTC <br>
6s OR 9s must be in the INITIAL MELD. You may meld other cards <br>
or wilds as well. Once EITHER 6s OR 9s have been melded, the <br>
game the game is played as regular NTC. Meld any time, <br>
out any time. You may make as many canastas as you wish, <br>
but only one is needed to go out. <br>
3rd Hand: ACES NTC <br>
Aces MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once Aces have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
4th Hand: NTC <br>
You need ONE CANASTA to go out. You may meld at any time. <br>
You may make canastas at any time. You may make as MANY <br>
Canastas as you wish, but only ONE is needed to go out. <br>
After 4th hand, you start rotation over again. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
MENS NIGHT OUT NTC
<center><h1>MENS NIGHT OUT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld and canasta anytime. You must have Kings and Jacks <br>
melded on the table before you can go out. Please make sure your <br>
opponent(s) see the Kings and Jacks on the table if you are going <br>
out in the same turn. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
MM GOOD NTC (NOT FOR DOUBLES)
<center><h1>MM GOOD NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
4s, 5s, 6s, 9s, 10, Queens, Kings and Aces are the only cards <br>
allowed to be melded. All other cards are discards. <br>
Once you meld the 4s, 5s, 6s, 9s, 10s, Queens, Kings <br>
and Aces then you can make canasta(s). No canastas until <br>
the M is melded. Wild cards can be used to make melds <br>
or canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
MOTEL NTC
<center><h1>MOTEL NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st hand: 6s NTC <br>
6s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 6s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
2nd hand: 8s NTC <br>
8s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 8s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
3rd hand: 6s and 8s NTC 6s and 8s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 6s and 8s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
4th hand starts over with 6s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
MYSTERIO NTC
<center><h1>MYSTERIO NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You need 6s, 9s or Aces in your INITIAL MELD. A red canasta <br>
in 6s, 9s or Aces is an AUTO win. Play must stop or auto win <br>
is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
MYSTERY NTC
<center><h1>MYSTERY NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The UP CARD of the deck will foretell the game. Example: If <br>
the UP CARD is a 4, you need to use 4s in your INITIAL MELD. <br>
Example: If the UP CARD is a KING in the next hand, you will <br>
have to use KINGS in your INITIAL MELD. You may use other <br>
cards and wilds to meld, but whatever the UP CARD is, it <br>
must be in your INITIAL MELD. Once the UP CARD has been <br>
melded the game is played like REGULAR NTC. <br>
Note: If the UP CARD is a 2, JOKER, BLACK 3, OR RED 3 game will be <br>
REGULAR NTC for that hand. And remember, this is NTC. <br>
HINTS: It is a good idea to always TYPE what the UP CARD is, on the table. <br>
Many Hatfield and McCoy battles have been saved by simply typing <br>
the UP CARD at the beginning of each hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
MYSTERIOUS QUEENS NTC
<h1>MYSTERIOUS QUEENS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The top card of the discard pile is what you will need in your <br>
INITIAL MELD with Queens. For example, the first card is a 4, <br>
then you will need Queens and 4s in your INITIAL MELD. <br>
You may use wilds and other cards. If the new hand starts out with <br>
a black 3 on the discard pile, then you only need Queens in <br>
your INITIAL MELD. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
NAME YOUR NASTA NTC
<center><h1>NAME YOUR NASTA NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Before you Click Start you must say what Card you want to <br>
Canasta for the Whole game. If you decide on Queens for <br>
example you must make a Canasta in Queens every round to <br>
be able to Go Out. You can Meld and Canasta what you want <br>
when you want, but to Go Out you must have a Canasta in <br>
the Card you chose at the Start of the game. Let the Hosting <br>
TD know what Card you have chosen before you Start the game. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
NASTA NTC (NOT FOR DOUBLES)
<center><h1>NASTA NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: N <br>
9s must be in your INITIAL MELD the rest of the hand is played <br>
as Regular NTC. <br>
2nd Hand: A <br>
Aces must be in your INITIAL MELD the rest of the hand is played <br>
as Regular NTC. <br>
3rd Hand: S <br>
6s and 7s must be in your INITIAL MELD the rest of the hand is <br>
played as Regular NTC. <br>
4th Hand: T <br>
10s must be in your INITIAL MELD the rest of the hand is played <br>
as Regular NTC. <br>
5th Hand: A <br>
Aces must be in your INITIAL MELD the rest of the hand is played <br>
as Regular NTC. <br>
If you need more than 5 hands then start from the beginning. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
NEED FOR SPEED NTC
<center><h1>NEED FOR SPEED NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played like Regular NTC with one exception. <br>
If you get a Red Canasta you Automatically Win the game. <br>
Play must stop or auto win is voided. <br>
If no one gets a Red Canasta the game is continued until one <br>
player reaches 5000 or more. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
NEW YEAR RESOLUTION NTC
<center><h1>NEW YEAR RESOLUTION NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Since Women make the most New Year Resolutions, QUEENS must be <br>
in your INITIAL MELD. The most common resolution is to lose <br>
weight so all canastas must only be 4s, 5s, 6s, 7s, 8s <br>
and Aces. You may meld 9s, 10s and Queens but you may <br>
not canasta them. Jacks and Kings are the reason women <br>
diet and may never be melded or made into canastas. <br>
They are discarded only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
NO MEN ALLOWED NTC
<center><h1>NO MEN ALLOWED NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may NOT meld or Canasta Jacks or Kings. NO MEN ALLOWED. <br>
Jacks and Kings are "junk cards" so discard them. <br>
Since a JOKER is a MAN, you may NOT meld any JOKERs on the <br>
table. Jokers may be added to canastas or discarded. As long <br>
as you have 4 naturals on the table you may add any 3 wilds <br>
to make it a canasta. You may add 3 JOKERS to make a canasta <br>
as that closes the canasta. What you may not do is have <br>
4 of 5 naturals and add 1 JOKER so that it is not a canasta. <br>
MELD anytime. OUT anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ NO MONEY NTC ~*~NEW~*~
<center><h1>NO MONEY NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The 5s and 10s are discards only. <BR>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2><BR>
~*~NEW~*~ NO PAY NO PLAY ~*~NEW~*~
<center><h1>NO PAY NO PLAY NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: No Money NTC - 5s and 10s are discards only. <BR>
2nd Hand: No Sex NTC - 6s and 9s are discards only. <BR>
Keep alternating hands until there is a winner. <BR>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
NO SEX NTC
<center><h1>NO SEX NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may NOT meld or canasta 6s or 9s at any time. This is <br>
NO SEX NTC. The 6s and 9s are discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
NO TOUCH CUT (NTC)
<center><h1>NO TOUCH CUT (NTC)</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You need ONE CANASTA to go out. You may meld at any time. <br>
You may make canastas at any time. You may make as MANY <br>
Canastas as you wish, but only ONE is needed to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ NOAHS ARK NTC ~*~NEW~*~
<center><h1>NOAHS ARK NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000<br>
Every set of cards for your INITIAL MELD must consist of two <br>
natural cards and a wild. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ODD TODD NTC
<center><h1>ODD TODD NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may only meld and canasta 3s, 5s, 7s, 9s, Js, Ks and wilds. <br>
You may meld and canasta the ODD cards at any time. <br>
You do not need all ODD cards melded before you make <br>
canastas. All EVEN cards are discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ONE BETTER NTC
<center><h1>ONE BETTER NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 1 or more Canastas than your Opponent to Go Out. <br>
If your Opponent does not have any Canastas you only need 1 <br>
Canasta to Go Out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
OOOPS WHERE IS THE MIDDLE? NTC
<center><h1>OOPS WHERE IS THE MIDDLE? NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can only Meld 3s, 4s, 5s, 6s, Jacks, Queens, Kings and Aces. <br>
7s, 8s, 9s and 10s are used as Discards only. If you Meld 7s, <br>
8s, 9s or 10s, you will be DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
PEANUTS NUTTY NASTA NTC
<center><h1>PEANUTS NUTTY NASTA NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: 69 NTC <br>
6s OR 9s must be in the INITIAL MELD. You may meld other cards <br>
or wilds as well. Once EITHER 6s OR 9s have been melded, the <br>
game the game is played as regular NTC. Meld any time, <br>
out any time. You may make as many Canastas as you wish, <br>
but only one is needed to go out. <br>
2ND HAND: ACES NTC <br>
Aces MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once Aces have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
3RD HAND: 4S NTC <br>
4s MUST be in the INITIAL MELD. You may have other cards and <br>
wilds as well, once 4s have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
4TH HAND: NTC. <br>
You may NOT touch the pile at anytime. You need 1 Canasta <br>
to go out. MELD anytime. OUT anytime. <br>
If you need more than 4 hands, simply start at top again. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ PIRATES OF THE CARIBBEAN NTC ~*~NEW~*~
<center><h1>PIRATES OF THE CARIBBEAN NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, No bots, points 5000 <br>
For this tournament your INITIAL meld must include JACKS (Jack). <br>
You may use wilds and other cards, but you must have JACKS in <br>
order to meld. In order to make canastas, you must have 5s <br>
(Sparrow) melded to the table. If you happen to get a natural <br>
canasta in 8s (red), you have found the Pirate Treasure Chest <br>
and automatically win the game. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
PLUCK THE DUCK NTC
<center><h1>PLUCK THE DUCK NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can only meld 4s, 8s, 9s, 10s, Ks, and Aces. <br>
All other cards are discards. You can canasta anytime <br>
but you CANNOT go out until you have the duck melded. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
PRINCE AND THE PAUPER NTC
<center><h1>PRINCE AND THE PAUPER NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: Royals NTC <br>
KINGS OR QUEENS must be in the INITIAL MELD, you may have <br>
OTHER cards or WILDS as well, but KINGS OR QUEENS must be <br>
in with the INITIAL MELD. Once EITHER KINGS or QUEENS have <br>
been melded, the game is played as Regular NTC. <br>
2nd Hand: Faceless NTC <br>
You may NEVER meld or Canasta JACKS, QUEENS, OR KINGS <br>
(Because they have "Faces"). So, throw away all the <br>
Jacks, Queens, and Kings. They become "junk cards". <br>
MELD anytime. OUT anytime. <br>
You change between Royals and Faceless every hand until someone <br>
wins the game. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
PROGRESSIVE 1 NTC
<center><h1>PROGRESSIVE 1 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The FIRST round only needs ONE CANASTA to go out, so you need <br>
to set the table for 2-2-1. This is a Progressive Rules <br>
Canasta game based on the number of points. This means that <br>
the more points you have the more canastas you need to go out. <br>
The following chart summarizes it. <br>
If you have between 0 and 999 points: <br>
You need 1 Canasta to go out. <br>
If you have between 1000 and 1999 points: <br>
You need 2 canastas to go out. <br>
If you have between 2000 and 2999 points: <br>
You need 3 Canastas to go out. <br>
If you have between 3000 and 3999 points: <br>
You need 4 canastas to go out. <br>
If you have between 4000 and 4999 points: <br>
You need 5 canastas to go out. <br>
If you get stuck on 4999: <br>
Then the next hand you need 6 canastas to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
PROGRESSIVE 2 NTC
<center><h1>PROGRESSIVE 2 NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The SECOND round only needs ONE CANASTA to go out so you need <br>
to set the table for 2-2-1. <br>
1st Round: You cannot go out. <br>
2nd Round: 1 Canasta to go out. <br>
3rd Round: 2 canastas to go out. <br>
4th Round: 3 canastas to go out. <br>
5th Round: 4 canastas to go out. <br>
6th Round: 5 Canasta' to go out. <br>
7th or higher rounds: Anything goes. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
QUEEN FOR A DAY NTC (NOT FOR DOUBLES )
<center><h1>QUEEN FOR A DAY NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played like Regular NTC. All you need is a <br>
RED CANASTA in QUEENS (natural Canasta, no wilds) and you <br>
are the QUEEN FOR A DAY. If you get a RED CANASTA in QUEENS, <br>
call the TD to the table, game is over and you win. <br>
Play must stop or auto win is voided. <br>
MELD anytime. OUT anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
QUEENS GUARDS NTC
<center><h1>QUEENS GUARDS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld anything anytime except the Queens. You must have <br>
8s, Jacks, and Kings melded (The Guards) before you can meld Queens. <br>
Once you have the Guards and Queens melded, you can make canastas. <br>
Remember no Queens until 8s, Jacks, and Kings are melded first. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
QUEENS NTC
<center><h1>QUEENS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Queens MUST be in the INITIAL MELD, you may have other cards and <br>
wilds as well, Once Queens have been melded the game is played <br>
like normal NO TOUCH CUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
QUEEN OF 2S NTC
<center><h1>QUEEN OF 2S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have queens meld with a 2 BEFORE YOU GO OUT. <br>
Queens with a 2 must be melded to the table before making a <br>
canasta of Queens. You may meld queens without a 2 you just <br>
cannot go out until a 2 has been added to your queens. <br>
You may meld anything at any time and make as many canastas <br>
as you want, JUST NO GOING OUT TILL QUEENS WITH A 2 ARE MELDED. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
QUEENS VS KINGS NTC
<center><h1>QUEENS VS KINGS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The first player to Canasta Queens can Go Out. The Opponent <br>
must then Canasta Kings to be able to Go Out. You can Meld <br>
anything and you can make other Canastas but players cannot <br>
Go Out until Queens have been made into a Canasta. The player <br>
who makes Queens into a Canasta does not have to wait for the <br>
other player to Canasta the Kings before they can Go Out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
RAINBOW NTC (NOT FOR DOUBLES)
<center><h1>RAINBOW NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may ONLY meld 4s, 5s, 6s, 7s, Queens, Kings, and Aces (THE RAINBOW). <br>
All other cards are DISCARDS ONLY. Do NOT make any canastas <br>
until your RAINBOW is made. If you make a RED CANASTA in 6s or Aces <br>
(the POT OF GOLD at the end of the RAINBOW), you win automatically. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
RED 3S GOTCHA NTC
<center><h1>RED 3S GOTCHA NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, Allow PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played like NTC but with a twist. You can meld <br>
anything anytime. If u get all 4 red 3s your opponent may pick <br>
up pile anytime during that hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. UNLESS YOUR OPPONENT HAS <br>
ALL 4 RED THREES.</h2>
RED 3 OUT NTC
<center><h1>RED 3 OUT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The number of Canastas you must make before you can Go Out is <br>
determined by the number of Red 3s you have. Example: If you have <br>
3 Red 3s then you must make at least 3 Canastas before you can <br>
Go Out. You may have more but you must have at least as many <br>
canastas as red 3s before you can Go Out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
RED OCEAN NTC
<center><h1>RED OCEAN NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can only meld and canasta 4s, 5s, 6s, 7s and Aces. <br>
If you get a red canasta in 4s, 5s, 6s, 7s OR Aces you <br>
automatically win. Play must stop or auto win is voided. <br>
You may also meld black 3s if you go out. All cards from 8 <br>
through to Kings are discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
RED ROSES NTC
<center><h1>RED ROSES NTC </h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You need 1 red canasta to go out. You can have as many black <br>
canastas as you want but you need 1 red canasta to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
RED SEXY ACES NTC
<center><h1>RED SEXY ACES NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You need either 6s, 9s, or Aces in your INITIAL MELD. If you <br>
make a red canasta in 6s, 9s, or Aces it is an automatic win. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
REGRESSIVE NTC
<center><h1>REGRESSIVE NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The FOURTH round only needs ONE CANASTA to go out so you need <br>
to set the table for 2-2-1. <br>
1st Round: 4 canastas to go out. <br>
2nd Round: 3 canastas to go out. <br>
3rd Round: 2 canastas to go out. <br>
4th Round: 1 Canasta to go out. <br>
5th Round: You cannot go out. <br>
6th Round and higher: Regular NTC. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
RESPECT THE ROYALS NTC
<center><h1>RESPECT THE ROYALS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have Jacks, Queens and Kings melded before you can go <br>
out. You can meld or canasta anything at any time but to go out you <br>
must show your respect to them and meld them. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
REVERSE COL NTC
<center><h1>REVERSE COL NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: Aces must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Aces must be in the INITIAL MELD. <br>
2nd Hand: Kings must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Kings must be in the INITIAL MELD. <br>
3rd Hand: Queens must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Queens must be in the INITIAL MELD. <br>
Continue this way through the entire Deck until the game is Over. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ROYAL COURT NTC (NOT FOR DOUBLES)
<center><h1>ROYAL COURT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: Jacks NTC <br>
Jacks must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Jacks must be in the INITIAL MELD. <br>
<br>
2nd Hand: Queens NTC <br>
Queens must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Queens must be in the INITIAL MELD. <br>
3rd Hand: Kings NTC <br>
Kings must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Kings must be in the INITIAL MELD. <br>
4th Hand: Aces NTC <br>
Aces must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Aces must be in the INITIAL MELD. <br>
5th Hand: Jacks, Queens, Kings and Aces NTC <br>
Jacks, Queens, Kings and Aces must be in the INITIAL MELD. You <br>
may use wilds and jokers and any other cards to meld, but Jacks, <br>
Queens, Kings and Aces must be in the INITIAL MELD. <br>
If you need more than 5 hands, simply start at top again. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ROYALS FIRST NTC
<center><h1>ROYALS FIRST NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
First canasta every hand has to be Jacks, Queens, or Kings. <br>
You may make more canastas only after you canasta a high <br>
card. One canasta to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ROYAL FLUSH NTC
<center><h1>ROYAL FLUSH NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: Jacks NTC <br>
Jacks must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Jacks must be in the INITIAL MELD. <br>
<br>
2nd Hand: Queens NTC <br>
Queens must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Queens must be in the INITIAL MELD. <br>
3rd Hand: Kings NTC <br>
Kings must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Kings must be in the INITIAL MELD. <br>
4th Hand: Aces NTC <br>
Aces must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but Aces must be in the INITIAL MELD. <br>
5th Hand: 10s NTC <br>
10s must be in the INITIAL MELD. You may use wilds and jokers and <br>
any other cards to meld, but 10s must be in the INITIAL MELD. <br>
If you need more than 5 hands, simply start at top again. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ROYAL MARRIAGE NTC (NOT FOR DOUBLES)
<center><h1>ROYAL MARRIAGE NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
KINGSS and/or QUEENS ONLY must be in the INITIAL MELD. <br>
You may use wilds to meld but only Kings and/or Queens in the <br>
INITIAL MELD. You MAY canasta Kings and/or Queens on <br>
the INITIAL MELD. Starting the turn after the INITIAL MELD <br>
the game is played as Regular NTC. Meld anytime. <br>
Out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ROYALS NTC
<center><h1>ROYALS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
KINGSS or QUEENS must be in the INITIAL MELD, you may have <br>
OTHER cards or WILDS as well, but KINGS or QUEENS must be <br>
in with the INITIAL MELD. Once EITHER KINGS or QUEENS have <br>
been melded, the game is played as Regular NTC. <br>
Meld anytime. Out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SAFE SEX NTC
<center><h1>SAFE SEX NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must Meld both 6s and 9s before making any Canastas. <br>
You can use Wilds, Jokers and any other cards to Meld. <br>
You can Meld at any time but you cannot make Canastas <br>
until you have Melded both 6s and 9s. You can Meld 6s, 9s, <br>
and Canastas at the same time but they must all hit the <br>
table at the same time. You can have as many Canastas of <br>
any color you want. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SAINTS AND SINNERS NTC
<center><h1>SAINTS AND SINNERS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 6s and 7s on the table BEFORE you can go out <br>
NOT AS YOU GO OUT. If you canasta 6s, they must be black, <br>
7s can only be red canasta. If you make a red 7s canasta <br>
you automatically win the game. Play must stop or auto win <br>
is voided. THE CARDS ***MUST*** BE ON THE TABLE TO GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SAVE YOUR 3S NTC
<center><h1>SAFE YOUR 3S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Game is played like REG NTC. You can have as many Canastas <br>
of any color you want. To be able to go out, you must have <br>
at least two black 3s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SAVES 2 RED 3S NTC
<center><h1>SAVES 2 RED 3S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played like reg NTC but you must have 2 RED 3S <br>
to go out. If you have 1 red 3 or 3 red 3s, you may not <br>
go out. If you get all 4 red 3s it is an automatic loss of game. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SAY WHAT NTC
<center><h1>SAY WHAT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can only meld Even 4s, 6s, 8s, 10s, Queens, and Aces <br>
or Odd 5s, 7s, 9s, Jacks, and Kings. The 1st player to <br>
meld decides which the other has to meld. Example: If you <br>
meld Odd, then opponent(s) must meld Even. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ SCREW YOUR NEIGHBOR NTC ~*~NEW~*~
<center><h1>SCREW YOUR NEIGHBOR NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played like REGULAR NTC with one exception. You <br>
may NEVER meld ANYTHING your opponent has laid on the table. <br>
So, you want to lay down as fast as you can. You may Canasta <br>
something the other player HAS melded, as long as it DOES NOT <br>
HIT THE TABLE. You only need 1 Canasta to go out. REMEMBER: You <br>
may NOT meld something your opponent has melded to the table; <br>
you may only make a canasta with it. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SEXY 6S NTC
<center><h1>SEXY 6S NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 6s and a joker in order to meld. You may meld <br>
anything you want with them but YOU MUST MELD 6s and JOKER <br>
TOGETHER. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SEXY ACES NTC
<center><h1>SEXY ACES NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
ACES must be in INITIAL MELD. You can have other cards as well, <br>
but ACES must be in with the INITIAL MELD. You must also have <br>
sex (6s and 9s) melded before you make any canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ SEXY HEXY NTC ~*~NEW~*~
<center><h1>SEXY HEXY NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You CAN ONLY meld 4,5,6,7,9,10, Queens, Kings and wilds<br>
8s, Jacks and Aces are discards only. <br>
You MUST have a canasta in 6 or 9 to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SEX IN THE SHADE NTC
<center><h1>SEX IN THE SHADE NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
6s OR 9s must be in the INITIAL MELD. You must have both 6s and 9s <br>
melded to make canastas. You do not need shade to make canastas. <br>
You may not go OUT until you have 1 SET (ONLY ONE) 3 black royalty <br>
cards or 2 Black royalty cards (Jacks, Queens or Kings) melded <br>
with a black 2 or a Joker, which are considered color neutral. <br>
For example, you may meld black J black J black J or black J black J black 2 <br>
or black j black j joker. All red royalty and all other black royalty <br>
(other than you used as above) are discard only. You may not canasta <br>
any of your royalty melds. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SEXY SIMON SAYS NTC
<center><h1>SEXY SIMON SAYS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st player to draw every hand names the card that must be melded <br>
with INITIAL MELD. You can draw before you name the card. <br>
If a player forgets to name a card on their first turn of the hand, <br>
then their opponent can name the card on their turn. Before you <br>
meld any cards, the meld card must be called. If a player melds <br>
with no meld card being called then it is a DQ. You must also <br>
have sex (6s and 9s) melded before you make any canastas. <br>
Please note that you are NOT allowed to call 6s or 9s to meld, <br>
if you call 6s or 9s as your meld it is a DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SHADY ROYALTY NTC
<center><h1>SHADY ROYALTY NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld anything you want, but cannot make any canastas <br>
until you have 1 SET (ONLY ONE) 3 black royalty cards or <br>
2 Black royalty cards (Jacks, Queens, or Kings) melded with <br>
a black 2 or a Joker, which are considered color neutral. <br>
Example: you may meld black J black J black J or <br>
black J black J black 2 or black j black j joker. <br>
All red royalty and all other black royalty (other than <br>
you used as above) are discard only. You may not canasta <br>
any of your royalty melds. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SIMON SAYS DEALER SAYS NTC
<center><h1>SIMON SAYS DEALER SAYS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The starting player will DRAW 2 cards and LOOK at his/her cards <br>
and based on his best cards, will decide the MELD for that hand. <br>
They can name anything but 5s, 6s, 9s, and 10s. Naming any <br>
of these cards is a DQ. He will say "Simon Says Kings". <br>
Kings must now be in the INITIAL MELD. After choosing the <br>
meld card the starting player will not meld or discard <br>
until the dealer has chosen sex or shop. The dealer <br>
will LOOK at his/her cards and based on his best cards, <br>
will decide whether its shopping or sex. He will say <br>
"Dealer says shopping/sex". If shopping you will need <br>
5s and 10s melded to canasta. If sex you will need 6s <br>
and 9s to canasta. You may use wilds and other cards. <br>
The game continues rotating between the players. <br>
If a player forgets to name a card on their first turn <br>
of the hand, then their opponent can name the card on <br>
their turn. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SIMON SAYS GO SHOP NTC
<center><h1>SIMON SAYS GO SHOP NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st player to draw every hand names the card that must be <br>
melded with INITIAL MELD. You can draw before you name <br>
the card. If a player forgets to name a card on their <br>
first turn of the hand, then their opponent can name <br>
the card on their turn. Before you meld any cards the <br>
meld card must be called. If a player melds with no meld <br>
card being called then It is a DQ. You must also have 5s <br>
and 10s (SHOP) melded before you make any canastas. <br>
Please note that you are NOT allowed to call 5s or 10s <br>
to meld, if you call 5s or 10s as your meld it is a DQ. <br>
1st player to draw every hand names the card that must <br>
be melded with INITIAL MELD. You can draw before you <br>
name the card. If a player forgets to name a card on <br>
their first turn of the hand, then their opponent <br>
can name the card on their turn. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SIMON SAYS NTC
<center><h1>SIMON SAYS NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st player to draw every hand names the card that must be melded with INITIAL MELD.<br>
You can draw before you name the card.<br>
If a player forgets to name a card on their first turn of the hand,<br>
then their opponent can name the card on their turn. <br>
Before you meld any cards, the meld card must be called. <br>
If a player melds with no meld card being called then it is a DQ.<br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ SMELLY TOES NTC ~*~NEW~*~
<center><h1>SMELLY TOES NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Aces are the Big Toes so must be in initial meld.<br>
You can canasta any thing at any time. <br>
You MUST have 4-5-6-7 melded to go out <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SOS (SIX OR SEVEN) NTC
<center><h1>SOS (6S OR 7S) NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
6s or 7s must be in your INITIAL MELD. You must have a <br>
canasta in 6s or 7s to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SPINNING NTC/NO NO
<center><h1>SPINNING NTC/NO NO</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: NTC <br>
You need ONE CANASTA to go out. You may meld at any time. <br>
You may make canastas at any time. You may make as MANY <br>
Canastas as you wish, but only ONE is needed to go out. <br>
2nd Hand: NO NO NTC <br>
No touching the pile EVER. No going out EVER. Always keep <br>
one card in your hand. This is not as easy as it seems, <br>
because you are so used to going out. <br>
KEEP ALTERNATING THE HANDS BETWEEN NTC AND NO NO <br>
UNTIL THE GAME IS FINISHED. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
STEP DOWN MYSTERY NTC
<center><h1>STEP DOWN MYSTERY NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The Up card determines what the Meld is and the card Before <br>
that determines what the 1st Canasta will be. If a King is <br>
the Up card then Kings have to be in the INITIAL MELD and <br>
Queens has to be your 1st Canasta. If a 4 is the Up card <br>
then you need 4s in your INITIAL MELD and you need Aces <br>
as your 1st Canasta. If the Up card is a Black 3, Red 3, <br>
Wild or Joker then the game is played as Regular NTC. <br>
You can make more Canastas after you have the Canasta <br>
in the card you need. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
STEP UP MYSTERY NTC
<center><h1>STEP UP MYSTERY NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The Up card determines what the Meld is and the card After <br>
that determines what the 1st Canasta will be. If a King is <br>
the Up card then Kings have to be in the INITIAL MELD and <br>
Aces has to be your 1st Canasta. If a 4 is the Up card <br>
then you need 4s in your INITIAL MELD and you need 5s as <br>
your 1st Canasta. If the Up card is an Ace, Black 3, Red 3, <br>
Wild or Joker then the game is played as Regular NTC. <br>
You can make more Canastas after you have the Canasta <br>
in the card you need. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SWEET SAMPLER NTC
<center><h1>SWEET SAMPLER NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Hand: HITS NTC <br>
You may ONLY meld or Canasta 8s, 9s, 10s, Jacks, Queens, Kings, <br>
Aces because they are "high cards" and this is HIGH IN THE SKY. <br>
All the lower cards become "junk cards" so discard them. <br>
Out anytime. <br>
2nd Hand: 69 ROYALS NTC <br>
6s OR 9s OR Qs OR Ks must be in the INITIAL MELD. YOU MAY HAVE <br>
OTHER CARDS or WILDS as well, but 6s OR 9s OR Queens OR Kings <br>
must be in with the INITIAL MELD. Once EITHER 6s OR 9s OR <br>
Queens OR Kings. have been melded, the game is played as regular <br>
NTC. MELD any time. OUT any time. You may make as many Canastas as <br>
you wish, but only one is needed to go out. <br>
3rd Hand: FACELESS NTC <br>
You may NEVER meld or Canasta JACKS, QUEENS, OR KINGS <br>
(Because they have "Faces"). So, throw away all the <br>
Jacks, Queens, and Kings. They become "junk cards". <br>
MELD anytime. OUT anytime. <br>
4th Hand: LUCKY 6s NTC <br>
You may meld whatever cards you choose at any time. BUT, Your <br>
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST <br>
CANASTA in 6s (you may use wilds),you may then make <br>
additional canastas or go out. MELD anytime. <br>
5th Hand: MYSTERY NTC <br>
The UP CARD of the deck will foretell the game. Example: If <br>
the UP CARD is a 4, you need to use 4s in your INITIAL MELD. <br>
Example: If the UP CARD is a KING in the next hand, you will <br>
have to use KINGS in your INITIAL MELD. You may use other <br>
cards and wilds to meld, but whatever the UP CARD is, it <br>
must be in your INITIAL MELD. Once the UP CARD has been <br>
melded the game is played like REGULAR NTC. <br>
Note: If the UP CARD is a 2, JOKER, BLACK 3, OR RED 3 game will be <br>
REGULAR NTC for that hand. And remember, this is NTC. <br>
HINTS: It is a good idea to always TYPE what the UP CARD is, on the table. <br>
Many Hatfield and McCoy battles have been saved by simply typing <br>
the UP CARD at the beginning of each hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
TABLE FOOTBALL NTC
<center><h1>TABLE FOOTBALL NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can Meld anything you like but you can only make Canastas <br>
in 4s, 6s and 7s. You must have 1 Canasta in either 4s, 6s, <br>
or 7s to Go Out. If you do not have a Canasta in 4s, 6s or <br>
7s and you Go Out, you will be DQ. <br>
RREMEMBER: DON'T EVER TOUCH THE PILE.</h2>
TAX TIME CANASTA NTC
<center><h1>TAX TIME CANASTA NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You have had money to spend all year and before you know it, <br>
tax time is here. You know you have a debt to pay because <br>
you don't want an audit, NO WAY. <br>
1ST Hand: YOUR DEBT <br>
You must create your debt. You may not meld or canasta <br>
anything. Only discarding is allowed. You will have a minus (-) <br>
balance at the end of the hand. This is your debt. <br>
2nd Hand: NO NO NTC <br>
No touching the pile EVER. No going out EVER. Always keep <br>
one card in your hand. This is not as easy as it seems, <br>
because you are so used to going out. <br>
All other hands: NTC <br>
You need ONE CANASTA to go out. You may meld at any time. <br>
You may make canastas at any time. You may make as MANY <br>
Canastas as you wish, but only ONE is needed to go out. <br>
When the game is done you will have paid your debt and perhaps <br>
more bux you'll get. <br>
REMEMBER: DON'T EVER TOUCH THE PILE OR YOU WILL BE BUSTED FOR TAX EVASION</h2>
T-E-N NTC
<center><h1>T (10) - E (8) - N (9) NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
10s must be in your INITIAL MELD. You may meld wilds and <br>
any cards except 8s and 9s with the 10s in INITIAL MELD. <br>
8s then 9s must be melded in that order before going out. <br>
You may canasta anything at any time. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
THE LETTER H NTC (NOT FOR DOUBLES)
<center><h1>THE LETTER H NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000<br> <br>
You can only meld the 4s, 5s, 6s, 9s, Queens, Kings, and Aces. <br>
All other cards are for discards only. So, throw away <br>
those black 3s and all 7s, 8s, 10s, and Jacks. All <br>
cards (4s, 5s, 6s, 9s, Queens, Kings, Aces) must be <br>
melded before making any canastas. You can however <br>
meld in any order.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
THE OLD COOT NTC (NOT FOR DOUBLES)
<center><h1>THE OLD COOT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
The 1st hand you can only Meld and Canasta Odd numbers 5s, 7s, <br>
9s, Jacks and Kings. The 2nd hand you can only Meld and <br>
Canasta Even numbers 4s, 6s, 8s, 10s, and Queens. You <br>
alternate between Odd and Even hands until one player Wins. <br>
Aces are Discards so throw them away. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ THREE PAIRS NTC ~*~NEW~*~
<center><h1>THREE PAIRS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can only meld and canasta 5s, 6s, 9s, 10s, Kings, and <br>
Aces. All other cards (3s, 4s, 7s, 8s, Jacks, and Queens)<br>
are discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ TOLL BOOTH NTC ~*~NEW~*~
<center><h1>TOLL BOOTH NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
1st Toll - 4s must be in your initial meld. <BR>
2nd Toll - 5s must be in your initial meld. <BR>
3rd Toll - 6s must be in your initial meld. <BR>
4th Toll - 7s must be in your initial meld. <BR>
5th Toll - 8s must be in your initial meld. <BR>
The tolls continue to go up as you pay! To get to the <BR>
next toll, you must pay the toll you are on. If you <BR>
do not meld your toll card, you cannot move on to the <BR>
next toll for the next hand. <BR>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2><BR>
~*~NEW~*~ TOSSED NTC ~*~NEW~*~
<center><h1>TOSSED NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
First person to make a canasta tosses their opponent to the <br>
curb and wins the game! Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
TOWER OF TERROR NTC
<center><h1>TOWER OF TERROR NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is just like the ride. <br>
1st Hand: Kings are the 13th card of the deck, they CANNOT be <br>
melded, discards only. <br>
2nd Hand: Elevator goes down to Qs and they CANNOT be melded. <br>
3rd and on Hands: Elevator keeps going down, Jacks, 10s, 9s, <br>
and so forth. <br>
HOWEVER, if a KING is ever the FACE CARD UP at the start of <br>
ANY hand you go back up to the 13th FLOOR and it is KINGS <br>
again, and you have to work your way back down. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
TRICKY 2S NTC
<center><h1>TRICKY 2S NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Twos can only be used when going straight to a canasta. <br>
You are allowed to meld a joker to the table. If you meld <br>
a two to the table, you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
TRIPLE 9 NTC (NOT FOR DOUBLES)
<center><h1>TRIPLE 9 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have ONLY 3 Nines in your INITIAL MELD. You can meld <br>
anything else with or without wilds in your INITIAL MELD but <br>
you MUST have ONLY 3 Nines included in your INITIAL MELD. <br>
(EX. 999 and 9992 are ok, BUT 992 or 9999J is NOT ok.) <br>
If you get a Red Canasta in 9s you win. Play must stop <br>
or auto win is voided. IF you have more than 3 nines, <br>
you must hold the rest of your 9s until next turn to <br>
meld them unless you are going out and you already have <br>
melded your first 3 nines and your opponent agrees that <br>
they have seen them on the board. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
TRIPLER NTC (NOT FOR DOUBLES)
<center><h1>TRIPLER NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Your first meld MUST have a RUN of 3 consecutive numbers <br>
(ex: 456, 789, JQK, QKA, etc.) You may use wilds with these cards <br>
to achieve your INITIAL MELD. On your NEXT turn you may meld any <br>
additional cards. No canastas are allowed on the INITIAL MELD. <br>
You may Canasta on your SECOND turn. After the INITIAL MELD of <br>
consecutive numbers only, the rest of the game is played as <br>
Regular NTC. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
TWIN TOWERS NTC (NOT FOR DOUBLES)
<center><h1>TWIN TOWERS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must meld 7s, 8s, 9s, 10s, Jacks, Queens, Kings, and Aces <br>
before you can go out. Black 3s and all 4s, 5s, and 6s must <br>
be discarded. You may meld and canasta 7s thru Aces at any <br>
time, but you cannot go out until all of them are melded. <br>
Wild cards can be used to make melds or canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
TWIST N SHOUT NTC
<center><h1>TWIST N SHOUT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
This game is played like NTC but with a twist. You can meld <br>
anything anytime. You must have 4s, Queens, and Aces melded <br>
before you make any canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
TWISTED FACELESS NTC
<center><h1>TWISTED FACELESS NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may only play 4s, 5s, 6s, 7s, 8s, 9s, 10s and Aces to the <br>
table. Jacks, Queens, and Kings, may be into canastas <br>
but may not be melded to the table. {canastas only} <br>
You can canasta out of any set you like using wilds <br>
where you choose. <br>
REMEMBER: Jacks, Queens, and Kings straight to a canasta only <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ UNICORN BRIDGE NTC (NOT FOR DOUBLES) ~*~NEW~*~
<center><h1>UNICORN BRIDGE NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may only meld 4s, 5s, 6s, 7s, Queens, Kings, and Aces <br>
with or without wilds. You can meld in any order but you <br>
do need all cards melded in order to canasta. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
VEGAS 21 NTC (NOT FOR DOUBLES)
<center><h1>VEGAS 21 NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You MUST have BOTH 10s and Aces ONLY (a BLACKJACK) in your <br>
INITIAL MELD. You may use wilds to achieve your INITIAL MELD <br>
of 10s and Aces. On your SECOND turn, you may meld any <br>
additional cards. The rest of the game is played as <br>
Regular NTC. MELD anytime. OUT anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
WHAM BAM THANK YOU MA'AM NTC
<center><h1>WHAM BAM THANK YOU MA'AM NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You play 1 hand only and the Highest Score after 1 hand Advances <br>
to the next round. This format can be used with all games <br>
for which the rules should also be posted. Wham Bam Thank You Maam <br>
can usually be completed in 15 minutes. <br>
Cancel game after 1st hand as it is Unrated. </h2>
WHERES WALDO NTC (NOT FOR DOUBLES)
<center><h1>WHERES WALDO NTC </h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, No wilds on INITIAL MELD, No Timer, disable bots, points 5000 <br>
All cards melded must hit the table as a natural set. Any meld <br>
you make must be a natural set of three or more with no wilds. <br>
After you have your natural meld, you can then add wilds as <br>
meld or to make canastas. No pairs with any wilds or you <br>
will DQ. No black canastas straight from your hand or you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
WILDLESS MELD NTC (NOT FOR DOUBLES)
<h1>WILDLESS MELD NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, No wilds on INITIAL MELD, No Timer, disable bots, points 5000 <br>
Your INITIAL MELD must be all natural. No wilds in INITIAL MELD. <br>
You may make a red canasta in your INITIAL MELD. On your next <br>
turn you may use your wilds to meld and make canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
WILDLESS MEN NTC
<center><h1>WILDLESS MEN NTC</h1>
<h2>Tables set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points <br>
You must meld with either Jacks or Kings in INITIAL MELD. You <br>
may NOT use any wilds with the Jacks or Kings. You can <br>
only make red canastas in Jacks or Kings. You can use <br>
other cards in your INITIAL MELD, but you have to have <br>
Jacks or Kings in your INITIAL MELD. Remember Jacks <br>
and Kings can only be red canastas. <br>
6tyREMEMBER: DON'T EVER TOUCH THE PILE. </h2>
WILDLESS WOMEN NTC
<center><h1>WILDLESS WOMEN NTC</h1>
<h2>Tables set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points <br>
You must meld with either Queens or Aces in INITIAL MELD. You <br>
may NOT use any wilds with the Queens or Aces. You can <br>
only make red canastas in Queens or Aces. You can use <br>
other cards in your INITIAL MELD, but you have to have <br>
Queens or Aces in your INITIAL MELD. Remember Queens <br>
and Aces can only be red canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
WILDLESS WEST NTC (NOT FOR DOUBLES)
<center><h1>WILDLESS WEST NTC</h1>
<h2> Tables Set Draw 2, 1 Can Out, No PU, No wilds on INITIAL MELD, No Timer, disable bots, points 5000 <br>
At No Time can you Meld Wild cards. Wilds become Discards. <br>
All Canastas must be Red. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
WORKING 9 TO 5 NTC
<h1>WORKING 9 TO 5 NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 5s, 6s, 7s, 8s, 9s melded before making any <br>
canastas. The rest of the cards are junk so throw <br>
them away. Meld anytime. <br>
REMEMBER: DO NOT TOUCH THE PILE.</h2>
X MARKS THE SPOT NTC (NOT FOR DOUBLES)
<center><h1>X MARKS THE SPOT NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
4s, 6s, 9s, Queens, and Aces are the only cards allowed to be <br>
melded. All other cards are discards. Once you meld the 4s, <br>
6s, 9s, Queens, and Aces then you can make canasta(s). <br>
No canastas until the X is melded. Wild cards can be <br>
used to make melds or canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
YO - YO NTC
<center><h1>YO - YO NTC</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Your INITIAL MELD will go Up and Down. After you make the <br>
INITIAL MELD the game is played as Regular NTC. You can use <br>
OTHER cards and WILDS to make your INITIAL MELDs. <br>
1st Hand: Aces must be in your INITIAL MELD. <br>
2nd Hand: 4s must be in your INITIAL MELD. <br>
3rd Hand: Kings must be in your INITIAL MELD. <br>
4th Hand: 5s must be in your INITIAL MELD. <br>
5th Hand: Queens must be in your INITIAL MELD. <br>
6th Hand: 6s must be in your INITIAL MELD. <br>
7th Hand: Jacks must be in your INITIAL MELD. <br>
8th Hand: 7s must be in your INITIAL MELD. <br>
9th Hand: 10s must be in your INITIAL MELD. <br>
10th Hand: 8s must be in your INITIAL MELD. <br>
11th Hand: 9s must be in your INITIAL MELD. <br>
If you need more hands then you Start back at Aces. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
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