Kanasta Friends NT Game Rules
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1ST GATE NT
<center><h1>1ST GATE NT</h1>
<h2>Tables set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, 5000 points <br>
Before any canastas can be made by either player, there must be <br>
a canasta in Aces. Once one player has made a canasta in Aces, <br>
both players are then free to canasta what they wish. HOWEVER, <br>
if you make the canasta in Aces, you must wait until your next <br>
turn before you canasta anything else. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
3 STRIKES NT
<center><h1>3 STRIKES NT</h1>
<h2>Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You have to have EXACTLY 3 Canastas (red or black) before you <br>
can GO OUT. No MORE than 3 Canastas and no LESS than 3 Canastas. <br>
You CAN have MORE than 3 Canastas but you CANNOT go out. If you <br>
DON'T have your 3 Canastas or have OVER 3 Canastas and GO OUT, <br>
it will be a DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
4K NT
~*~NEW~*~
<center><h1>4K NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000<br>
You may meld anything at any time. Kings and 4s must be melded <br>
to make canastas. In order to go out, you must have a canasta <br>
in Kings or 4s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
4 LEAF CLOVER NT
<center><h1>4 LEAF CLOVER NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You can meld anything at any time. If you get all 4 RED THREES <br>
you automatically win and must call the TD to the table and <br>
cancel game. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
4S NO OUT NT
<center><h1>4S NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
4s must be in INITIAL MELD. You can have other cards as well, <br>
but 4s must be in with the INITIAL MELD. If you Canasta other <br>
cards 4s must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
4TH OF JULY NT
~*~NEW~*~
<center><h1>4TH OF JULY NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have 4s in your INITIAL MELD. You may meld wilds and <br>
other cards but 4s MUST be in your INITIAL MELD. You must have <br>
7s melded in order to make canastas. In order to go out with <br>
a bang, you must have a canasta in 4s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
5 OF A KIND NT (NOT FOR DOUBLES)
<center><h1>5 OF A KIND NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have a Natural 5 (and only 5) of a Kind in your <br>
INITIAL MELD. You can Meld other cards at the same time but <br>
No Wilds are allowed with your Initial 5 of a Kind. <br>
You are not allowed to make a Canasta on your INITIAL <br>
MELD. On your Next Turn you may add cards to your 5 of <br>
a kind. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
5S NO OUT NT
<center><h1>5S NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <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 first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
6 OF A KIND NT (NOT FOR DOUBLES)
<center><h1>6 OF A KIND NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Your INITIAL MELD of each hand must be a 6 of a kind using <br>
6 cards in a group (example: 555555 or 555552 or 555522 or 555222) <br>
You may meld more than one 6 of a kind in your first meld of <br>
each hand, but only 6 of a kind. After you meld your 6 of a <br>
kind, you must wait until your next turn before you can meld <br>
or canasta any more cards. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
6 PACK NT
<center><h1>6 PACK NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have a 6 pack (2 rows of 3) melded before making <br>
canastas. 6 packs can be 4-5-6-8-9-10 or 4-5-8-9-Queen-King or <br>
5-6-9-10-King-Ace or 7-8-9-Jack-Queen-King or 8-9-10-Queen-King-Ace. <br>
Once you meld your 6 Pack you may make your canastas and go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
6S NO OUT NT
<center><h1>6S NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
6s must be in INITIAL MELD. You can have other cards as well, <br>
but 6s must be in with the INITIAL MELD. If you Canasta other <br>
cards 6s must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
69 ME NT
<center><h1>69 ME NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may meld anything at any time, but MUST have a meld in 6s <br>
and 9s seen on table in order to Canasta. Once you have a meld <br>
in 6s and 9s you can canasta anything u want, but you <br>
must have a canasta in 6s or 9s in order to go out. 6s and 9s <br>
do not have to be in INITIAL MELD or first canasta but they <br>
must be in your meld before making canastas and one of your <br>
canastas if you go out. If you fail to do either/or you DQ. <br>
If you get a RED in either 6s or 9s you automatically win. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
7/10 SPLIT NT
<center><h1>7/10 SPLIT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
This is a regular NT canasta tourney with one special rule. <br>
You must have either a canasta in 7s and an open meld in 10s, <br>
or an open meld in 7s and a canasta in 10s to go out. <br>
You cannot canasta both 7s and 10s, only canasta one or the <br>
other. Open meld does not mean INITIAL MELD but means you <br>
must have that set melded on the table without it being <br>
a canasta. You may meld at any time, but remember unless <br>
you have the 7-10 split...you cannot go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
7 DAYS AND 8 NIGHTS NT
<center><h1>7 DAYS AND 8 NIGHTS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <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. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
7S NO OUT NT
<center><h1>7S NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
7s must be in INITIAL MELD. You can have other cards as well, <br>
but 7s must be in with the INITIAL MELD. If you Canasta other <br>
cards 7s must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
7 UP NT
<center><h1>7 UP NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
7's MUST be in your INITIAL MELD. You may use wilds and other <br>
cards in your INITIAL MELD. All your Canastas must be 7 <br>
or HIGHER (7s, 8s, 9s, 10s, Jacks, Queens, Kings, Aces) <br>
TO GO OUT. If ANY of your Canasta's are LOWER than a 7 <br>
(4s, 5s, 6s), you may NOT go out. You MAY Canasta a 4s, 5s, 6s, <br>
you simply CANNOT go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
8 BRIDES FOR 8 BROTHERS NT
<center><h1>8 BRIDES FOR 8 BROTHERS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <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. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
8S NO OUT NT
<center><h1>8S NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
8s must be in INITIAL MELD. You can have other cards as well, <br>
but 8s must be in with the INITIAL MELD. If you Canasta other <br>
cards 8s must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
You can meld anytime but you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
9S NO OUT NT
<center><h1>9S NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
9s must be in INITIAL MELD. You can have other cards as well, <br>
but 9s must be in with the INITIAL MELD. If you Canasta other <br>
cards 9s must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
9S THE KFRIENDS WAY NT
<center><h1>9S THE KFRIENDS WAY NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
1st hand: You need 9s melded to go out. <br>
2nd hand: You need a canasta in 9s to go out. <br>
3rd hand: You need 9s melded in first meld and a canasta in 9s <br>
to go out. <br>
You may use wilds and have additional canastas. If a red canasta of 9s <br>
is made anytime during game, you auto win. Play must stop or auto win <br>
is voided. <br>
If extra hands are needed, start back at 1st hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
10S NO OUT NT
<center><h1>10S NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
10s must be in INITIAL MELD. You can have other cards as well, <br>
but 10s must be in with the INITIAL MELD. If you Canasta other <br>
cards 10s must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
101 DALMATIONS NT
<center><h1>101 DALMATIONS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You can meld and canasta anything you want but you must have <br>
10s and Aces (101) melded to the table in order to go out. <br>
If you get a red canasta in 4s (Freed) you've freed all of <br>
the puppies from Cruella and it's an automatic win. Play must <br>
stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
747 JET NT
<center><h1>747 JET NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
The big jet is ready to take off. In order to board the plane, <br>
you must include 7s in your INITIAL MELD. To get your in-flight <br>
meal, you must have 4s seen on the table before making a <br>
canasta. Before you can get off the plane, you must make a <br>
canasta in 7s, then you can go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ACE ME NT
<center><h1>ACE ME NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may meld anything at any time but MUST have a meld in Aces <br>
seen on table in order to Canasta. Once you have a meld in Aces <br>
you can canasta anything u want, but you must have a canasta <br>
in Aces in order to go out. Aces do not have to be in <br>
INITIAL MELD or first canasta but they must be in your meld <br>
before making canastas and one of your canastas if you go out. <br>
If you fail to do either/or you DQ. If you get a RED in Aces you <br>
automatically win. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ACES NO OUT NT
<center><h1>ACES NO OUT NT</h1>
<h2> Tables Set Draw 2, 2 Can NO 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. If you Canasta other <br>
cards Aces must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
ACES ON A PLANE NT
~*~NEW~*~
<center><h1>ACES ON A PLANE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
1st hand: Ace Me NT <br>
You may meld anything at any time but MUST have a meld in Aces <br>
seen on table in order to Canasta. Once you have a meld in Aces <br>
you can canasta anything u want, but you must have a canasta <br>
in Aces in order to go out. Aces do not have to be in initial <br>
meld or first canasta but they must be in your meld before <br>
making canastas and one of your canastas if you go out. If you <br>
fail to do either/or you DQ. If you get a RED in ACES you <br>
automatically win. Play must stop or auto win is voided. <br>
2nd hand: 747 JET NT <br>
The big jet is ready to take off!! In order to board the <br>
plane, you must include 7s in your INITIAL MELD. To get <br>
your in-flight meal, you must have 4s seen on the table <br>
before making a canasta. Before you can get off the plane, <br>
you must make a canasta in 7s, then you can go out. <br>
Hands keep alternating until there is a winner. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ALADDIN NT
<center><h1>ALADDIN NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may meld anything at any time, but you cannot make any <br>
canastas until you have ACES (Aladdin) and JACKS (Jasmine) <br>
melded to the table. If you make a natural canasta in JACKS, <br>
you have won Princess Jasmine's heart and automatically win <br>
the game. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE </h2>
~*~NEW~*~
ALL ABOUT ME NT
~*~NEW~*~
<center><h1>ALL ABOUT ME NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
1st Hand: Jack Me <br>
Meld anything but must meld Jacks to the table before canastas <br>
and canasta Jacks before going out. If you get a RED in JACKS <br>
you automatically win. <br>
2nd Hand: Queen Me <br>
Meld anything but must meld Queens to the table before canastas <br>
and canasta Queens before going out. If you get a RED in QUEENS <br>
you automatically win. <br>
3rd Hand: King Me <br>
Meld anything but must meld Kings to the table before canastas <br>
and canasta Kings before going out. If you get a RED in KINGS <br>
you automatically win. <br>
4th Hand: Ace Me <br>
Meld anything but must meld Aces to the table before canastas <br>
and canasta Aces before going out. If you get a RED in ACES <br>
you automatically win. <br>
5th Hand: Start over with Jack Me. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
AMAZING MYSTERY NT
<center><h1>AMAZING MYSTERY NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
This game is played that you must meld the first up card on the <br>
discard pile. You may use other cards and wilds with it. <br>
Please type the first card at the table. However, the Amazing <br>
part is you can make canastas directly from your hand without <br>
having the first up card on the table. Note: If the UP CARD <br>
is a 2, JOKER, BLACK 3, OR RED 3 game will be REGULAR NT <br>
for that hand. CAUTION, before you meld any sets of <br>
cards to the table, you must meld the first up card or <br>
you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE </h2>
~*~NEW~*~
ANGEL NT
~*~NEW~*~
<center><h1>ANGEL NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000<br>
You must meld Queens in your Initial Meld, as she is an Angel. <br>
You also need 10s (Halo) melded to canasta. You must have a <br>
canasta both Qs and 10s to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
AROUND THE WORLD NT
<center><h1>AROUND THE WORLD NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may meld anything at any time. <br>
1st hand: 4s, 5s, and 6s <br>
You can ONLY have a Canasta in 4s, 5s and 6s. You cannot canasta <br>
anything else and you must have a canasta in all 3 to go out. <br>
2nd hand: 7s, 8s, and 9s <br>
You can ONLY have a Canasta in 7s, 8s and 9s. You cannot canasta <br>
anything else and you must have a canasta in all 3 to go out. <br>
3rd hand: 10s, Jacks, and Queens <br>
You can ONLY have a Canasta in 10s, Jacks and Queens. You cannot canasta <br>
anything else and you must have a canasta in all 3 to go out. <br>
4th hand: Kings and Aces <br>
You can ONLY have a Canasta in Kings and Aces. You cannot canasta <br>
anything else and you must have a canasta in both to go out. <br>
5th hand and higher: NO TOUCH <br>
You must have 2 canastas of any kind to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ATE OUT NT
<center><h1>ATE OUT NT</h1>
<h2>Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You can meld anything at any time. In order to make canastas, <br>
you must have Aces, 10s, and 8s (ATE) melded. No MORE then 3 <br>
Canastas and no LESS than 3 Canastas. In order to go out, you <br>
must have a canasta in Aces, 10s, or 8s. A natural canasta in <br>
Aces, 10s or 8s is an automatic win. Play must stop or auto <br>
win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
BABY SHARK NT
~*~NEW~*~
<center><h1>BABY SHARK NT</h1>
<h2>Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points<br>
In this game you must have 8s in the initial meld. In order to make canastas, 5s must be melded. <br>
IF YOU HAVE KINGS THEY CAN ONLY BE MELDED OR CANASTA'D AS THE LAST CARD IF GOING OUT. <br>
YOU DO NOT NEED KINGS MELDED TO GO OUT.<br>
The game is played as NT and there is no auto win..REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
BASEBALL NT
<center><h1>BASEBALL NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
In baseball you play on a diamond you have 1st, 2nd, 3rd base <br>
and home plate. You need to meld ONLY Ks, 7s, 5s, and 10s <br>
to cover the bases of your diamond. You CANNOT meld or <br>
canasta any other cards until you have Ks, 7s, 5s and 10s <br>
melded. If you get a red canasta in 10s it is a home run <br>
and auto win. BUT make sure you have your bases covered <br>
and have the Ks, 7s, and 5s melded before you make the <br>
red canasta in 10s or you will DQ. Play must stop or <br>
auto win is voided. Once your bases are covered you <br>
can meld and canasta anything you want and go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BATMAN NT
<center><h1>BATMAN NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
In order for Batman and Robin to try and defeat the Joker they <br>
must first find him. You must meld Aces with a Joker to find <br>
the Joker (Aces with a joker) in your first meld. In order <br>
to make a canasta, you must have Jacks (Robin) or Kings <br>
(Batman) melded to the board. If you get a red canasta <br>
in Jacks (Robin) or Kings (Batman) you defeat the <br>
Joker and get an auto win. Play must stop or auto <br>
win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BEAT THE DEVIL NT
<center><h1>BEAT THE DEVIL NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
6S MUST be in your INITIAL MELD. You may meld wilds and other <br>
cards but 6s MUST be in your INITIAL MELD. Since the Devil <br>
lives in a fiery place you must have at least one RED <br>
canasta to go out. If you get a Red canasta in 6s you <br>
have beaten the Devil and Auto Win the game. Play must <br>
stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
BINGO NT
<center><h1>BINGO NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have 3 in a row (vertical or horizontal) melded before <br>
you may canasta. Valid bingo combos are 4-5-6, 7-8-9, 8-9-10, <br>
J-Q-K, Q-K-A, 4-8-Q, 5-9-K, 6-10-A. If you make a canasta <br>
before you have bingo you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~
BLACK AS COAL NT
~*~NEW~*~
<center><h1> BLACK AS COAL NT </h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You CAN meld anything at anytime. But EACH set of cards melded MUST have at least 1 BLACK card.<br>
Wild cards are colour neutral and do not count as a BLACK card.<br>
**Please note that this is EVERY set not just those of the initial meld.** <br>
If you make a meld without a black card you will DQ.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. <br></h2>
BLACK HOLE NT
<center><h1>BLACK HOLE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
In this game, ONLY BLACK CANASTAS may be made. You CANNOT meld <br>
BLACK 3s unless you are going DIRECTLY OUT. Meld Anytime. <br>
Remember NOT to discard those BLACK 3s and make NO RED <br>
CANASTAS during the game or you DQ. ONLY BLACK CANASTAS <br>
may be made during this game. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
BLACKJACK NT
<center><h1>BLACKJACK NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Your Canastas have to equal 21 or you CAN NOT go out. Just like <br>
in Black Jack, if your Canastas add up to more than 21 you BUST <br>
or LOSE. If you BUST then call the hosting TD to the table and <br>
cancel game. Aces are worth either 1 or 11 points, your choice. <br>
All face cards are worth 10 points. Number cards are worth <br>
their face value. If your canastas add up to move than 21, you <br>
will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
BLOODY BINGO NT
<center><h1>BLODDY BINGO NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have 3 in a row melded before you may canasta. <br>
Valid bingo combos are 4-5-6, 7-8-9, 8-9-10, <br>
J-Q-K, Q-K-A, 4-8-Q, 5-9-K, 6-10-A. <br>
If you make a BLACK canasta before you have a bingo you will DQ.<br>
YOU CAN MAKE RED CANASTAS AT ANYTIME WITHOUT HAVING A BINGO. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
BONANZA NT
~*~NEW~*~
<center><h1>BONANZA NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You cannot use wilds (2s and Jokers) until the draw pile is <br>
20 cards or less. You may make red canastas. Once the draw <br>
pile is 20 cards or less make announcement on table then meld <br>
wilds. If you meld a wild before 20 cards or less, you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
BOOBS NT
<center><h1>BOOBS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Big or Little You may meld anything but 9s at any time. If your <br>
1st canasta is between 4 and 8 (little boobs), all your other <br>
canastas must also be between 4 and 8. If your 1st canasta <br>
is between 10 and A (big boobs), all your other canastas <br>
must also be between 10 and A. You must stay inside your <br>
bra size. 9s are neutral and may not be melded or made into <br>
a canasta, they are discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
BULLETS N BROADS NT
<center><h1>BULLETS N BROADS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have either As or Qs in your first meld. You may use <br>
wilds and other cards. You then have to have both As and Qs <br>
melded to the board before you may make canastas. If you <br>
canasta before you have As and Qs melded, it is a DQ. A red <br>
canasta in either As or Qs is an auto win. Play must stop <br>
or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ CARD SHARK NTC ~*~NEW~*~
<center><h1>CARD SHARK NTC</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Your discard has to be the same or higher value than what is <br>
currently on the discard pile. A wild will reset the pile <br>
and allow you to start over with a lower card. If you <br>
cannot discard a card that is the same or higher value <br>
than what is currently on the discard pile and are also <br>
unable to reset the pile, then you will DQ. You may <br>
meld anytime, but you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ CATCH THE CORBA'S NT ~*~NEW~*~
<center><h1>CATCH THE COBRA'S NT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br><br>
7's are the head of the cobra and must be the 1st card melded to the table, no jokers are to be used.<br>
5's are the body of the snake but can be melded at anytime of the game.<br>
You must have both 7's and 5's melded to the table in order to go out.<br>
Now, if you manage to get a red canasta in 7's and 5's you have caught the cobra's and its an auto win.<br>
BUT!!! be careful the snake bites, so if you get 4 red 3's its an auto win for your opponent.<br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CHECKERBOARD NT
<center><h1>CHECKERBOARD NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
This special tourney has 1 special rule. IF you make a red canasta <br>
then the next one has to be a black canasta, the next canasta <br>
has to be red. Alternating colors of canastas (black/red/black or <br>
red/black/red). <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
CHERRY 7 UP NT
<center><h1>CHERRY 7 UP NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
7s MUST be in your INITIAL MELD. You may use wilds and other <br>
cards in your INITIAL MELD. All your Canastas must be 7 or <br>
HIGHER (7s, 8s, 9s, 10s, Jacks, Queens, Kings, Aces) TO GO <br>
OUT. If ANY of your Canastas are LOWER than a 7 (4s, 5s, 6s), <br>
you may NOT go out. You MAY Canasta a 4s, 5s, 6s, but you simply <br>
CANNOT go out. If you make a RED CANASTA in SEVENS (7), you win <br>
the game automatically. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
CHICKEN LEGS NT
~*~NEW~*~
<center><h1>CHICKEN LEGS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
You may only meld Aces and wilds to the table. All other cards <br>
(4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, and Kings) may not <br>
touch the table. All other cards MUST go straight to a canasta. <br>
No Exceptions. Black 3s are discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
CLEMENTINE CANASTA NT
<center><h1>CLEMENTINE CANASTA NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
In a cavern, in a canyon, Excavating for a mine Lived a miner, <br>
49er, and his daughter, Clementine. Must meld 4s or 9s in <br>
INITIAL MELD each hand. May meld other cards also in INITIAL <br>
MELD but MUST meld 4s or 9s. Must make a canasta 4s or 9s <br>
before you can go out. May canasta other cards but need a <br>
canasta in 4s or 9s to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
COOK THE DUCK (DISCO) NT
<center><h1>COOK THE DUCK (DISCO) NT</h1>
<h2>Tables set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, 5000 points <br>
You can meld and canasta anything you want but if you get a <br>
canasta in aces and queens (red or black), it is an auto win. <br>
If you get 4 red threes it is an automatic DQ. Play must stop <br>
or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ DATE NIGHT NT ~*~NEW~*~
<center><h1>DATE NIGHT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Kings OR Queens must be in the initial meld.<br>
Whichever is played in the initial meld, the opponent must play the other.<br>
If Kings and Queens are both played in the initial meld, the person melding gets to call what they want (Kings or Queens).<br>
Aces must be melded to canasta.<br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
DIET DR. PEPPER NT
<center><h1>DIET DR. PEPPER NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
In the game you must have "dirty 4s" and "dirty 10s" (4s and 10s <br>
melded with 2s only, NO JOKERS) before you can make any canastas. <br>
If you canasta before you have "dirty 4s" and "dirty 10s" or if <br>
you use a joker with the 4s and 10s, you will DQ. YOU CANNOT <br>
CANASTA 4s or 10s, ever! You can go out at any time. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~
DOG TREATS NT (NOT FOR DOUBLES)
~*~NEW~*~
<center><h1>DOG TREATS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must meld Kings and 9s in your first meld. Then you need <br>
money so 5s and 10s must be melded in order to canasta. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
DUMBO NT
~*~NEW~*~
<center><h1>DUMBO NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow
wilds, No Timer, disable bots, points 5000<br>
You can meld and canasta anything at any time but you <br>
must have 8s (Dumbo) melded in order to go out. If you <br>
get a natural canasta in Queens, you have freed Dumbo <br>
from the circus, reunited him with his mother, and <br>
receive an automatic win. Play must stop or auto win <br>
is voided.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ELM STREET NT
<center><h1>ELM STREET NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
1,2 Freddy's coming for you <br>
1st Hand - You must meld Aces with a 2 (not a joker unless you <br>
already have it melded with a 2 then jokers can be added to <br>
make a canasta). Aces do not have to be in INITIAL MELD, but <br>
you need aces on the table before going out. <br>
3,4 Better lock your door <br>
2nd Hand - You must have a red 3 in order to meld and your <br>
FIRST canasta MUST be in 4s. <br>
5,6 Grab a crucifix <br>
3rd Hand - You must have a canasta in 5s and 6s in order to go out. <br>
7,8 Better stay up late <br>
4th Hand - No canasta until 7s and 8s are melded and you cannot <br>
canasta 3s through 6s. <br>
9,10 Never sleep again <br>
5th Hand - 9s and 10s may ONLY be used as discards. <br>
If the 6th Hand is reached, return to the boiler room and begin again, <br>
but watch out for Freddy! <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
ELVIS NT
~*~NEW~*~
<center><h1>ELVIS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
We all know Elvis was King of Rock and Roll so 8s (Elvis) must <br>
be in your first meld. Unfortunately, he did hit rock bottom, <br>
so 4s must be seen to make canastas. However, Elvis was King <br>
and so Kings must be melded to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
FATAL ATTRACTION NT
<center><h1>FATAL ATTRACTION NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
This game is played like regular NT with one exception. If you <br>
attract all 4 red 3s your fatal attraction game is over and you <br>
lose. If this happens please cancel game. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
FERRIS WHEEL NT
<center><h1>FERRIS WHEEL NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You alternate hands of HIGH 4 NT and HIGH 5 NT. <br>
Hand 1: HIGH 4 <br>
Your INITIAL MELD of each hand has to be high cards Jacks, Queens, <br>
Kings, or Aces. You can meld wilds with your cards but you have <br>
to wait for the next turn to meld other cards than Jacks, Queens, <br>
Kings, or Aces. In order to make canastas, you need to have <br>
4s melded. You must have a canasta in 4s and a canasta in Jacks, <br>
Queens, Kings, or Aces to go out. <br>
Hand 2: HIGH 5 <br>
Your INITIAL MELD of each hand has to be high cards Jacks, Queens, <br>
Kings, or Aces. You can meld wilds with your cards but you have <br>
to wait for the next turn to meld other cards than Jacks, Queens, <br>
Kings, or Aces. In order to make canastas, you need to have <br>
5s melded. You must have a canasta in 5s and a canasta in Jacks, <br>
Queens, Kings, or Aces to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
FINDING KENS NAME NT
~*~NEW~*~
<center><h1>FINDING KENS NAME NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have KINGS in your first meld. You need to meld <br>
6s and 7s to the table before making canastas. You need a <br>
canasta in KINGS to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
FISHIN' TIME NT
<center><h1>FISHIN' TIME NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must meld your fishin pole and line (6s, 8s, Jacks, Queens, <br>
Kings, and Aces) before you can catch your fish (canastas). <br>
All other cards are discards only. You may use wilds. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
FLASHING HOT JACKS NT
<center><h1>FLASHING HOT JACKS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may MELD and CANASTA ANYTHING ANYTIME. If you make a RED <br>
CANASTA in JACKS you win the game automatically. Play must <br>
stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ GIRLS RULE NT ~*~NEW~*~
<center><h1>GIRLS RULE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Girls rule the world and they love rubies. You can meld anything at anytime.<br>
You need Aces, Queens and 10s melded to make any canastas INCLUDING RED CANASTAS.<br>
Any red canasta (rubies) is an auto win. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
G-STRING NT
<center><h1>G-STRING NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must meld 6s or 9s in your first meld. You may use wilds <br>
and other cards. You may have as many canastas as you wish <br>
but must have a canasta in Queens before going out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
GROUPER CHOICE NT
<center><h1>GROUPER CHOICE NT</h1>
<h2>Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
The first player in each HAND to make a canasta chooses whether <br>
the game is GROUPER or REVERSE GROUPER by that canasta. If the <br>
canasta is in the first row then the game that hand is Grouper. <br>
If the canasta is in the last row then the game that hand is <br>
Rev Grouper. You may not make a canasta out of the center row <br>
first. Please type at table which game when you make that first <br>
canasta. <br>
GROUPER NT <br>
<h2>Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must make one (1) canasta from each group in order. Group 1 is <br>
4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 is Jacks, Queens, <br>
Kings, Aces. After you make 1 canasta from each group, in order, <br>
then you may make any other canastas you want and go out. <br>
REVERSE GROUPER NT <br>
You must make one (1) canasta from each group in order. Group 1 is <br>
Jacks, Queens, Kings, Aces; Group 2 is 7s, 8s, 9s, 10s; Group 3 is <br>
4s, 5s, 6s. You make 1 canasta from each group then you may make <br>
any other canastas you want and/or go out. You may go out by making <br>
the 3rd canasta in order. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
GROUPER NT
<center><h1>GROUPER NT</h1>
<h2>Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must make one (1) canasta from each group in order. Group 1 is <br>
4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 is Jacks, Queens, <br>
Kings, Aces. After you make 1 canasta from each group, in order, <br>
then you may make any other canastas you want and go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
GROUPER GROUPIES NT
<center><h1>GROUPER GROUPIES NT</h1>
<h2>Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
1st Hand: Grouper NT <br>
You must make one (1) canasta from each group in order. Group 1 is <br>
4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 is Jacks, Queens, <br>
Kings, Aces. After you make 1 canasta from each group, in order, <br>
then you may make any other canastas you want and go out. <br>
2nd Hand: Grouper Choice NT <br>
The first player in each HAND to make a canasta chooses whether <br>
the game is GROUPER or REVERSE GROUPER by that canasta. If the <br>
canasta is in the first row then the game that hand is Grouper. <br>
If the canasta is in the last row then the game that hand is <br>
Rev Grouper. You may not make a canasta out of the center <br>
row first. Please type at table which game when you make that <br>
first canasta. <br>
3rd Hand: Grouper Shuffle NT <br>
You must make one (1) canasta from each group in ANY order. <br>
Group 1 is 4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 <br>
is Jacks, Queens, Kings, Aces. You make 1 canasta from each <br>
group then you may make any other canastas you want and/or go <br>
out. You may go out by making the 3rd canasta in ANY order. <br>
4th Hand: Reverse Grouper NT <br>
You must make one (1) canasta from each group in order. Group 1 is <br>
Jacks, Queens, Kings, Aces; Group 2 is 7s, 8s, 9s, 10s; Group 3 is <br>
4s, 5s, 6s. You make 1 canasta from each group then you may make <br>
any other canastas you want and/or go out. You may go out by making <br>
the 3rd canasta in order. <br>
5TH HAND = Start over with Grouper NT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
GROUPER SHUFFLE NT
<center><h1>GROUPER SHUFFLE NT</h1>
<h2>Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must make one (1) canasta from each group in ANY order. <br>
Group 1 is 4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 <br>
is Jacks, Queens, Kings, Aces. You make 1 canasta from each <br>
group then you may make any other canastas you want and/or go <br>
out. You may go out by making the 3rd canasta in ANY order. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
HEXAGON NT (NOT FOR
DOUBLES)
<center><h1>HEXAGON NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
You can only meld the 4s, 5s, 7s, 10s, Queens, Kings and Wilds. <br>
All other cards are for discards only. All cards (4s, 5s, 7s, <br>
10s, Queens, and Kings) must be melded before making any <br>
canastas. You can however meld in any order. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
HEXAGONAL MIDS NT (NOT FOR
DOUBLES)
<center><h1>HEXAGONAL MIDS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
<center><h1>1ST HAND IS HEXAGON NT</h1>
<center><h1>HEXAGON NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
You can only meld the 4s, 5s, 7s, 10s, Queens, Kings and Wilds. <br>
All other cards are for discards only. All cards (4s, 5s, 7s, <br>
10s, Queens, and Kings) must be melded before making any <br>
canastas. You can however meld in any order. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
<center><h1>2ND HAND IS PYRAMIDS NT</h1>
<center><h1>PYRAMIDS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
In this game you must build a Pyramid by Melding <br>
6's, 10's and Aces only in your initial meld. <br>
Next turn you may Meld 9's, 8's and 7's in that order to build your
Pyramid. <br>
The 9's, 8's and 7's can be Melded in the same turn OR <br>
separate turns but they must be Melded One at a Time. <br>
First 9's pause then 8's pause then 7's. <br>
You can use Wilds and Jokers in your Melds. <br>
After that you can make your Canastas and Go Out. <br>
You cannot Meld 4's, 5's, Jacks, Queens, Kings, or Black 3's they are
Discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
<center><h1>You keep alternating between the two games until the game is over.</h1>
HIDE AND GO SEEK NT (NOT
FOR DOUBLES)
<center><h1>HIDE AND GO SEEK NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Before any cards are drawn each hand, EACH player/team <br>
must type a meld card needed for the INITIAL MELD. If either <br>
player/team draws before BOTH meld cards are called, the <br>
player/team that drew will DQ. BOTH cards named MUST be <br>
included in your INITIAL MELD. For example, Player A chooses <br>
5s and Player B chooses 8s, must have both 5s and 8s <br>
in your INITIAL MELD. You cannot select the same meld <br>
card as your opponent, there must be 2 INITIAL MELD <br>
cards named. In order to go out, you must have a <br>
canasta in one of the named meld cards. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
HIGH 4 NT
~*~NEW~*~
<center><h1>HIGH 4 NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Your INITIAL MELD of each hand has to be high cards Jacks, Queens, <br>
Kings, or Aces. You can meld wilds with your cards but you have <br>
to wait for the next turn to meld other cards than Jacks, Queens, <br>
Kings, or Aces. In order to make canastas, you need to have <br>
4s melded. You must have a canasta in 4s and a canasta in Jacks, <br>
Queens, Kings, or Aces to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
HIGH 5 NT
<center><h1>HIGH 5 NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Your INITIAL MELD of each hand has to be high cards Jacks, Queens, <br>
Kings, or Aces. You can meld wilds with your cards but you have <br>
to wait for the next turn to meld other cards than Jacks, Queens, <br>
Kings, or Aces. In order to make canastas, you need to have <br>
5s melded. You must have a canasta in 5s and a canasta in Jacks, <br>
Queens, Kings, or Aces to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
HIGH JACK NT
~*~NEW~*~
<center><h1>HIGH JACK NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
Your INITIAL MELD of each hand has to be LOW cards 4 THROUGH 10. <br>
You can meld wilds with your cards but you have to wait for the <br>
next turn to meld other cards than 4 THROUGH 10. In order to make <br>
canastas, you need to have Jacks melded. You must have a canasta <br>
in Jacks and a canasta in ONE OF THEM 4 THROUGH 10 to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
HIGH QUEEN NT
~*~NEW~*~
<center><h1>HIGH QUEEN NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
Your INITIAL MELD of each hand has to be LOW cards 4 THROUGH 10. <br>
You can meld wilds with your cards but you have to wait for the <br>
next turn to meld other cards than 4 THROUGH 10. In order to make <br>
canastas, you need to have Queens melded. You must have a canasta <br>
in Queens and a canasta in ONE OF THEM 4 THROUGH 10 to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
HIJACKED 747 JET NT
<center><h1>HIJACKED 747 JET NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
The big jet is ready to take off!! In order to board the plane <br>
you must include 7s in your INITIAL MELD. To get your in-flight <br>
meal, you must have 4s seen on the table before making a <br>
canasta. If you get a red in 7s your plane has been hijacked! <br>
IT IS AN AUTO WIN. Play must stop or auto win is voided. <br>
Remember you need 4s on table before you put your red 7s <br>
on table. Before you can get off the plane, you must make <br>
a canasta in 7s, then you can go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
HITS (HIGH IN THE SKY) NT
<center><h1>HITS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may ONLY meld or Canasta 8s, 9s, 10s, Jacks, Queens, Kings, <br>
and Aces because they are "high cards" and this is HIGH IN THE <br>
SKY. All the lower cards become "junk cards" so discard them. <br>
Out anytime. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
HOT MOMMA NT
<center><h1>HOT MOMMA NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You can meld and canasta anytime. If you get canastas in both <br>
Queenss and Aces you auto win. Play must stop or auto win is <br>
voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
IN ORDER PLEASE NT
<center><h1>IN ORDER PLEASE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may meld anything at any time, but canastas must be made <br>
in order starting with 4s. Once 4s are put to canasta by <br>
either team, then 5s may be put to canasta by either team. <br>
Once 5s have been put to canasta, then 6s etc. You cannot <br>
skip any numbers, or canasta a previous number. EACH HAND <br>
STARTS OVER ON 4s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~
INVITERS CHOICE NT
~*~NEW~*~
<center><h1>INVITERS CHOICE NT</h1>
<h2>Tables Set Draw 2, 2 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>
IRISH JIG NT
<center><h1>IRISH JIG NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000<br>
You must meld 7s with a 2 in your Initial Meld. If you use a <br>
Joker, it is a DQ. You may use other cards in your Initial Meld. <br>
You must meld Jacks and Queens before making canastas.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
JACK AND JILL NT (NOT FOR
DOUBLES)
<center><h1>JACK AND JILL NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Your INITIAL MELD must contain both Jacks and Queens. You can't <br>
go out until you make a nasta out of Jacks or Queens. <br>
Auto win if you make Red Jack or Queens. Play must stop <br>
or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~
JACK IN THE BOX NT
~*~NEW~*~
<center><h1>JACK IN THE BOX NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You can NOT Meld JACKs until you make a canasta in 10s and QUEENs. <br>
However, JACKs must be melded before going out, each hand. <br>
If you go out and you don't have jacks melded, you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
JACK ME NT
<center><h1>JACK ME NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may meld anything at any time but MUST have a meld in Jacks <br>
seen on table in order to Canasta. Once you have a meld in Jacks <br>
you can canasta anything u want, but you must have a canasta <br>
in Jacks in order to go out. Jacks do not have to be in <br>
INITIAL MELD or first canasta but they must be in your meld <br>
before making canastas and one of your canastas if you go out. <br>
If you fail to do either/or you DQ. If you get a RED in Jacks you <br>
automatically win. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
JACK THE JOKER NT
<center><h1>JACK THE JOKER NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must meld jacks with a joker in your INITIAL MELD. They <br>
have to hit table first but can be melded with other cards. <br>
You may not canasta the Jacks straight from your hand, they <br>
must be visible on the table first. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
JACKAZZZ SHOPPING NT
<center><h1>JACKAZZZ SHOPPING NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
It is time to take the teenagers shopping! To get them out of <br>
the house you must meld the Aces (girls) or Jacks (boys) to <br>
the table in your INITIAL MELD. You may use wilds and other <br>
cards but ACES OR JACKS MUST hit the table in the INITIAL <br>
MELD. Since the teens need money to go shopping, 5s and 10s <br>
must be melded in order to canasta. Once you have 5s and 10s <br>
melded to the table, you may make nastas. The first person to <br>
finish their jackazzz shopping trip wins the game (5000 pts). <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
JACKS NO OUT NT
<center><h1>JACKS NO OUT NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Jacks must be in INITIAL MELD. You can have other cards as well, <br>
but Jacks must be in with the INITIAL MELD. If you Canasta other <br>
cards Jacks must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
JACKS ON A PLANE NT
~*~NEW~*~
<center><h1>JACKS ON A PLANE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
1st hand: JACK ME NT <br>
You may meld anything at any time but MUST have a meld in Jacks <br>
seen on table in order to Canasta. Once you have a meld in Jacks <br>
you can canasta anything u want, but you must have a canasta <br>
in Jacks in order to go out. Jacks do not have to be in <br>
INITIAL MELD or first canasta but they must be in your meld <br>
before making canastas and one of your canastas if you go out. <br>
If you fail to do either/or you DQ. If you get a RED in Jacks you <br>
automatically win. Play must stop or auto win is voided. <br>
2nd hand: 747 JET NT <br>
The big jet is ready to take off. In order to board the plane, <br>
you must include 7s in your INITIAL MELD. To get your in-flight <br>
meal, you must have 4s seen on the table before making a <br>
canasta. Before you can get off the plane, you must make a <br>
canasta in 7s, then you can go out. <br>
Hands keep alternating until there is a winner. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
JAMES BOND NT
<center><h1>JAMES BOND NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You can meld and canasta anything, anytime but you must have <br>
a canasta of 7s or 10s to go out. A red canasta in 7s, is an <br>
auto win. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
JOKER SURPRISE NT
<center><h1>JOKER SURPRISE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
The first card in the discard pile is what you will need in your <br>
INITIAL MELD with a Joker. For example, the first card is a 4, <br>
then you will need two 4s with a Joker in your INITIAL MELD. <br>
You may use other cards and wilds, but your Joker must be <br>
with the required card. If the new hand starts out with a <br>
wild card, red or black 3 in the discard pile, then you do <br>
not need a specific card in your INITIAL MELD. This hand will <br>
be played as NO TOUCH 2 CAN. Both players MUST call top card <br>
before the play starts for each hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ JUSTICE LEAGUE NT ~*~NEW~*~
<center><h1>JUSTICE LEAGUE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
1st Hand: BATMAN NT <br>
In order for Batman and Robin to try and defeat the Joker they <br>
must first find him. You must meld Aces with a Joker to find <br>
the Joker (Aces with a joker) in your first meld. In order <br>
to make a canasta, you must have Jacks (Robin) or Kings <br>
(Batman) melded to the board. If you get a red canasta <br>
in Jacks (Robin) or Kings (Batman) you defeat the <br>
Joker and get an auto win. Play must stop or auto <br>
win is voided. <br>
2nd Hand: WONDER WOMAN NT<br>
In order for Wonder Woman to save the world she must defeat Ares with her golden lasso.<br>
You must meld Queens (Wonder Woman) in your initial meld. <br>
In order to make canastas you must have Kings (Ares) melded to the board.<br>
In order to go out you must have a canasta in Aces.<br>
If you complete all these tasks, you have saved the world and you are a SUPERHERO!<br>
3rd Hand: SUPERMAN NT <br>
You must meld ACES (highest building) in your initial meld. <br>
In order to make a canasta you must have JACKS (Superman) melded to the board. <br>
In order to go out you must have a canasta in QUEENS (Lois Lane). <br>
If you complete all these tasks you have saved Lois and you are a SUPERHERO.<br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
KATE NT
<center><h1>KATE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
Meld and canasta anything any time. <br>
If you make a canasta FIRST in K's THEN in 8's, you win the game
automatically. <br>
Your canasta's in K's THEN 8's MUST be in the same turn to qualify for
the auto win. <br>
If you discard or continue playing you lose the auto win and must
complete the game. <br>
If you canasta your K's, then something else, then your 8's this is not
an auto win. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
KEWL'S WILDLESS INTRIGUE NT (NOT
FOR DOUBLES)
<center><h1>KEWL'S WILDLESS INTRIGUE NT </h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
In the first 3 hands you may not use wilds. <br>
Throw all wilds away in the first 3 hands. <br>
4th hand and after all meld must be natural(kkk, 444 etc) but you MUST WAIT A
TURN TO USE WILDS to make canastas. <br>
2 RED CANASTA IN ANY HAND IS AN AUTO WIN <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
KING ME NT
<center><h1>KING ME NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <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 <br>
INITIAL MELD or first canasta but they must be in your meld <br>
before making canastas and one of your canastas if you go out. <br>
If you fail to do either/or you DQ. If you get a RED in Kings you <br>
automatically win. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
KINGS NO OUT NT
<center><h1>KINGS NO OUT NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Kings must be in INITIAL MELD. You can have other cards as well, <br>
but Kings must be in with the INITIAL MELD. If you Canasta other <br>
cards Kings must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
KINGS ON A PLANE NT
<center><h1>KINGS ON A PLANE NT</h1>
<h2>Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, 5000 points <br>
1st hand: 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 <br>
INITIAL MELD or first canasta but they must be in your meld <br>
before making canastas and one of your canastas if you go out. <br>
If you fail to do either/or you DQ. If you get a RED in Kings you <br>
automatically win. Play must stop or auto win is voided. <br>
Play must stop or auto win is voided. <br>
2nd hand: 747 JET NT <br>
The big jet is ready to take off. In order to board the plane, <br>
you must include 7s in your INITIAL MELD. To get your in-flight <br>
meal, you must have 4s seen on the table before making a <br>
canasta. Before you can get off the plane, you must make a <br>
canasta in 7s, then you can go out. <br>
Hands keep alternating until there is a winner. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
LIMBO ME NT
~*~NEW~*~
<center><h1>LIMBO ME NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
How low can you go? <br>
1st Hand: Ace Me NT <br>
Meld anything but must meld Aces to the table before canastas <br>
and canasta Aces before going out. If you get a RED in ACES <br>
you automatically win and must call the TD to the table. <br>
2nd Hand: King Me NT <br>
Meld anything but must meld Kings to the table before canastas <br>
and canasta Kings before going out. If you get a RED in KINGS <br>
you automatically win and must call the TD to the table. <br>
3rd Hand: Queen Me NT <br>
Meld anything but must meld Queens to the table before canastas <br>
and canasta Queens before going out. If you get a RED in QUEENS <br>
you automatically win and must call the TD to the table. <br>
4th Hand: Jack Me NT <br>
Meld anything but must meld Jacks to the table before canastas <br>
and canasta Jacks before going out. If you get a RED in JACKS <br>
you automatically win and must call the TD to the table. <br>
5th Hand: 10 Me NT <br>
Meld anything but must meld 10s to the table before canastas <br>
and canasta 10s before going out. If you get a RED in 10s you <br>
automatically win and must call the TD to the table. <br>
If you need more hands, continue going down with 9 Me NT, 8 Me NT... <br>
etc until the game is finished. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
LITTLE RED RIDING HOOD NT
~*~NEW~*~
<center><h1>LITTLE RED RIDING HOOD NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, No bots, points 5000 <br>
To get to Grandma's house, first we go over the mountains - INITIAL MELD <br>
must be 6, 8 and Aces (with or without wilds) ALL AT ONCE AND NOTHING <br>
ELSE. Then we go through the woods - Now meld 7, 10, 9 separately <br>
(meld 7 then pause, them meld 10 and pause, and then meld 9) and in <br>
this order (with or without wilds). Once all melds are down, you may <br>
canasta and go out. Watch out if you get all four red 3s, the Big Bad <br>
Wolf eats you and you DQ. You can only meld or canasta <br>
6, 7, 8, 9, 10, A the rest are discards. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LOSERS CAN NT
<center><h1>LOSERS CAN NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
The FIRST hand everyone starts off equal. <br>
From the SECOND hand onward, only the LOSERS may make
Canasta's. <br>
This means only the player with the LOWEST score from round
one <br>
onward may make Canasta's in the next hand. <br>
Each
player's total score after each hand determines who will be able
to <br>
make Canasta's in the next hand (always check your score card).
<br>
Only the LOSERS may make Canasta's. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LOSERS WIN NT
<center><h1>LOSERS WIN NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
This game is so much fun, you play to LOSE. <br>
The person with the LOWEST score Wins. <br>
It's harder than you think, because you THROW AWAY all your <br>
GOOD CARDS and pray the other person gets the Red 3's. <br>
You need to change your entire line of thinking because you
are <br>
playing to LOSE in this Tourney. <br>
Tournament tables should be set as UNRATED so as not to affect <br>
SHG Ratings as you are deliberately playing to LOSE. <br>
The game ends when the first player reaches a score of -5000.
<br>
Loser wins since the game must be played as unrated to allow a
negative score. <br>
Simply cancel the game when someone reaches -5000. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
LOVE AND MARRIAGE NT
<center><h1>LOVE AND MARRIAGE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
In this game you can meld and canasta anything you want. <br>
Game is played like REG NT but if you are the first person to canasta
<br>
both KINGS and QUEENS in the same hand you automatically win. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
LOW CUT NT
<center><h1>LOW CUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
First canasta every hand has to be 4, 5, or 6. <br>
You can meld anything anytime, but first canasta MUST be in 4, 5, OR
6's. <br>
After you have made your first canasta in 4, 5, OR 6's you can canasta
anything you like. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
MAKIN BACON NT
<center><h1>MAKIN BACON NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
Oinkers are Js, Qs, Ks, and As. <br>
You must have at least 1 of the Oinkers in your initial meld. <br>
Once each team/player has melded all of the Oinkers <br>
to the table they can then make a canasta. <br>
To go out you must have a canasta in at least 1 of the Oinkers.
<br>
A red canasta in any of the Oinkers is an automatic win. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
MAN'S RUIN NT
<center><h1>MAN'S RUIN NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
1st hand: Blackjack <br>
Canasta's must equal 21 to go out. You may meld anytime and put up as
many Canasta's as you can, <br>
but don't go over 21. If you do you lose. You cannot go out unless your
Canasta's equal 21. <br>
You must have 21, or BLACKJACK to go out. NO MORE.NO LESS. <br>
2nd hand: Sex on the Beach <br>
You must have BOTH 6's and 9's melded on your side of table to go out.
You may meld anytime <br>
and make as many Canasta's as you can but don't go out until you have
<br>
BOTH 6's and 9's melded on your side of the table. <br>
NOTE: This game is usually played as a 2 handed game, but may be played
as a full game <br>
just keep alternating games until someone wins. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ MARRIAGE CRASH NT ~*~NEW~*~(NOT FOR
DOUBLES)
<center><h1>MARRIAGE CRASH NT </h1>
<h2>Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points <br>
The FIRST person to draw each hand gets to choose either Kings or Queens.<br>
If Kings are chosen, then Kings must be in the initial meld and be their first canasta.<br>
Opponent must take the Queens, so the Queens must be in their initial meld and be their first canasta.<br>
Once you meld Kings or Queens, you may not meld or canasta the other card. They become discards only.<br>
If you meld both Kings and Queens you DQ.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
MASQUERADE PARTY NT (NOT FOR
DOUBLES)
<center><h1>MASQUERADE PARTY NT</h1>
<h2>Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points <br>
Players must have a ticket (RED 3) meld to get into the party. <br>
Players must have Jacks or Queens or Kings melded with a Joker in their <br>
first meld. To go out, players must have a canasta in Jacks or Queens <br>
or Kings. A red canasta in Jacks or Queens or Kings, you win the costume <br>
contest and AUTO win. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
MUMMY'S CURSE NT (NOT FOR DOUBLES)
<center><h1>MUMMY'S CURSE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
In this game you must meld 7's, 8's and 9'S ONLY in your initial meld.
<br>
Next turn you may Meld 6's, 10's and A's in that order <br>
The 6's, 10's and A's can be Melded in the same turn OR separate
<br>
turns but they must be Melded One at a Time. <br>
First 6's pause then 10's pause then A's. <br>
You can use Wilds and Jokers in your Melds. <br>
After that you can make your Canastas and Go Out. <br>
You cannot Meld 4's, 5's, Jacks, Queens, Kings, or <br>
Black 3's they are Discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
MYSTERY 369 NT
<center><h1>MYSTERY 369 NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have a red three to meld then you must have initial
meld of 6 and 9 to the table. <br>
Once
you have 6 and 9 melded to the table the mystery part is your
opponent <br>
then decides which of the 6 or the 9 you need to nasta 1st before
you <br>
can make any other nastas. <br>
If your opponent says you need to nasta 6's they need to nasta
9's. <br>
These must be your 1st canastas made. <br>
The rest of the game is played as normal NT canasta. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
NATURALLY WILD NT
<center><h1>NATURALLY WILD NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
All cards melded must hit the table as a natural set. <br>
Any meld you make must be a natural set of three or more with
no wilds. <br>
On your next turn, you can add wilds but ONLY to make
canastas. <br>
ONLY add wilds to make a Canasta, or you will DQ. <br>
No pairs with any wilds or you will be DQd. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
NO 3 OF A KIND NT
<center><h1>NO 3 OF A KIND NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <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. <br>
You can use Wilds or Jokers to make 4 of a kind so that you can
Meld. <br>
If you have 3 of a kind in your hand you may add a wild to make it
<br>
4 of a kind before melding it. <br>
Also, you can meld a pair with 2 wilds. <br>
You can also make a Canasta straight from your hand <br>
which is also more than 3 of a kind. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
NO NO NT
<center><h1>NO NO NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
NO touching the pile EVER. <br>
NO going out EVER. <br>
ALWAYS keep ONE card in your hand. <br>
This is not as easy as it seems, because you are so used to
picking up the pile and going out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
NO TOUCH 2 CAN
<center><h1>NO TOUCH 2 CAN</H1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You need 2 Canasta's to go out. <br>
Meld any time. <br>
Out any time. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
OLD MAID NT
~*~NEW~*~
<center><h1>OLD MAID NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
You must have 8s or Queens in your initial meld. <br>
You may meld wilds and other cards but 8s or Queens <br>
MUST be in your initial meld. You must have 8s and <br>
Queens melded to go out. If you make a red canasta in <br>
both 8s and Queens, you automatically win the game. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ORNERY BINGO NT
<center><h1>ORNERY BINGO NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 3 in a row (vertical or horizontal) <br>
melded before you may canasta. <br>
Valid bingo combos are 4-5-6, 7-8-9, 8-9-10, <br>
J-Q-K, Q-K-A, 4-8-Q, 5-9-K, 6-10-A. <br>
You must type your bingo cards at the table when melded <br>
If you dont type your bingo cards at table it will be a DQ<br> (ex. 4 - 8 - Q). You must have a canasta <br>
in one of your bingo cards to go out (ex. either 4, 8 or Q). <br
make a canasta before you have bingo you will DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
OUTER LIMITS NT
<center><h1>OUTER LIMITS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
You may only meld 3, 4, 5, 6 and J, Q, K, A. <br>
7-10's are discards only. <br>
You may never meld or canasta 7, 8, 9, or 10. <br>
If you meld or canasta them, you DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
PENTAGON NT (NOT FOR
DOUBLES)
<center><h1>PENTAGON NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You can only meld the 4, 5, 6, 7, 10, Q, K, A, and Wilds.
<br>
All other cards are for discards only. <br>
All cards (4, 5, 6, 7, 10, Q, K, A) must be melded before
making any canastas. <br>
You can however meld in any order. <br>
You can freeze the pile but you MAY NOT pick up the pile.
<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
PIRATES GOING TOPLESS NT
<center><h1>PIRATES GOING TOPLESS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may only play 4, 5, 6, 7, 8, 9, & 10S TO your table.
<br>
J, Q, K, A may be canasta's but not to the table. {canasta's only}
<br>
You can canasta out of any set you like using wilds where you
choose. <br>
REMEMBER: J, Q, K, A straight to a canastas <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
POWER OF FOURS NT
~*~NEW~*~
<center><h1>POWER OF FOURS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
You must have 4s or 8s in your initial meld. <br>
You may meld wilds and other cards but 4s or 8s <br>
MUST be in your initial meld. You must have <br>
4s and 8s melded to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
PYRAMIDS NT (NOT FOR
DOUBLES)
<center><h1>PYRAMIDS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
In this game you must build a Pyramid by Melding <br>
6's, 10's and Aces only in your initial meld. <br>
Next turn you may Meld 9's, 8's and 7's in that order to build your
Pyramid. <br>
The 9's, 8's and 7's can be Melded in the same turn OR <br>
separate turns but they must be Melded One at a Time. <br>
First 9's pause then 8's pause then 7's. <br>
You can use Wilds and Jokers in your Melds. <br>
After that you can make your Canastas and Go Out. <br>
You cannot Meld 4's, 5's, Jacks, Queens, Kings, or Black 3's they are
Discards only. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
QUEEN MARY NT
<center><h1>QUEEN MARY NT</h1>
<h2>Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, 5000 points <br>
You must have Queens and 4s in your initial meld. You may use wilds <br>
and other cards, but 7s and Jacks are discards only. In order to go out, <br>
you must have a canasta in Queens and 4s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. <br>
QUEEN ME NT
<center><h1>QUEEN ME NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You may meld anything at any time but MUST have a meld in Queens <br>
seen on table in order to Canasta. Once you have a meld in Queens <br>
you can canasta anything u want, but you must have a canasta <br>
in Queens in order to go out. Queens do not have to be in <br>
INITIAL MELD or first canasta but they must be in your meld <br>
before making canastas and one of your canastas if you go out. <br>
If you fail to do either/or you DQ. If you get a RED in Queens you <br>
automatically win. Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
QUEENS NO OUT NT
<center><h1>QUEENS NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
Queens must be in INITIAL MELD. You can have other cards as well, <br>
but Queens must be in with the INITIAL MELD. If you Canasta other <br>
cards Queens must hit the table first. You can meld anytime but <br>
you CANNOT GO OUT. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
QUEENS ON A PLANE NT
~*~NEW~*~
<center><h1>QUEENS ON A PLANE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
1st hand: QUEEN ME NT <br>
You may meld anything at any time but MUST have a meld in Queens <br>
seen on table in order to Canasta. Once you have a meld in Queens <br>
you can canasta anything u want, but you must have a canasta <br>
in Queens in order to go out. Queens do not have to be in <br>
INITIAL MELD or first canasta but they must be in your meld <br>
before making canastas and one of your canastas if you go out. <br>
If you fail to do either/or you DQ. If you get a RED in Queens you <br>
automatically win. Play must stop or auto win is voided. <br>
2nd hand: 747 JET NT <br>
The big jet is ready to take off. In order to board the plane, <br>
you must include 7s in your INITIAL MELD. To get your in-flight <br>
meal, you must have 4s seen on the table before making a <br>
canasta. Before you can get off the plane, you must make a <br>
canasta in 7s, then you can go out. <br>
Hands keep alternating until there is a winner. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
RED AS FIRE NT
~*~NEW~*~
<center><h1>RED AS FIRE NT </h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can meld anything at any time, however EACH and EVERY set of cards melded must have at least 1 red card. <br>
Wild cards are colour neutral and do not count as a red card.<br>
**Please note that this is EVERY set not just those of the initial meld.**<br>
If you make a meld without a red card you will DQ.<br>
REMEMBER: DON'T EVER TOUCH THE PILE. <br></h2>
~*~NEW~*~
REVERSE FERRIS WHEEL NT
~*~NEW~*~
<center><h1>REVERSE FERRIS WHEEL NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
You alternate hands of HIGH JACK NT and HIGH QUEEN NT <br>
Hand 1: High Jack <br>
Your initial meld of each hand has to be LOW cards 4 THROUGH 10. <br>
You can meld wilds with your cards but you have to wait for the <br>
next turn to meld other cards than 4 THROUGH 10. In order to make <br>
canastas, you need to have JACKs melded. You must have a canasta in <br>
JACKs and a canasta in ONE OF THEM 4 THROUGH 10 to go out. <br>
Hand 2:High Queen <br>
Your initial meld of each hand has to be LOW cards 4 THROUGH 10. <br>
You can meld wilds with your cards but you have to wait for the <br>
next turn to meld other cards than 4 THROUGH 10. In order to make <br>
canastas, you need to have QUEENs melded. You must have a canasta <br>
in QUEENs and a canasta in ONE OF THEM 4 THROUGH 10 to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
REVERSE GROUPER NT
<center><h1>REVERSE GROUPER NT</h1>
<h2>Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
You must make one (1) canasta from each group in order. <br>
Group 1 is J, Q, K, A; Group 2 is 7, 8, 9, 10; Group 3 is 4, 5, 6.
<br>
You make 1 canasta from each group then you may make any <br>
other canastas you want and/or go out. <br>
You may go out by making the 3rd canasta in order. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
REVERSE SHRINKING VIOLETS
NT
<center><h1>REVERSE SHRINKING VIOLETS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
First hand you cannot meld or canasta A's. <br>
Second hand A's or K's. <br>
Third hand A's, K's or Q's and so on until there is a winner. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~ REVERSE YOUR SCORE NT
~*~NEW~*~
<center><h1>REVERSE YOUR SCORE NT</h1>
<h2>Tables Set Draw 2, 1 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
You need 2 Canasta's to go out. Meld any time. <br>
Out any time. At the end of the game, reverse your score. <br>
Highest score wins. Example: 5795 = 5975. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
RIDE THE LIGHTNING NT
<center><h1>RIDE THE LIGHTNING NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You must have 9s in your initial meld. In order to make canastas, <br>
you must have Jacks melded. In order to go out, you must have <br>
a canasta in Kings. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
ROYAL CHASER NT
<center><h1>ROYAL CHASER NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
1st Hand your first canasta must be in Aces, after that you can canasta
anything you like, <br>
meld may be anything at any time, just your first canasta must be in
Aces. <br>
2nd hand your first canasta must be in Kings, after that you can
canasta anything you like, <br>
meld may be anything at any time, just your first canasta must be in
Kings. <br>
3rd hand your canasta must be Queens, (same rules as above). <br>
4th hand your first canasta must be Jacks. <br>
5th hand you return to aces and start again until one player wins.
<br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
ROYALS RULE NT
<center><h1>ROYALS RULE</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
1st Hand = King Me <br>
Meld anything but must meld Kings to the table before canastas and
canasta Kings before going out <br>
If you get a RED in KINGS you automatically win and must call the TD to
the table. <br>
2nd Hand = Queen Me <br>
Meld anything but must meld Queens to the table before canastas and
canasta Queens before going out. <br>
If you get a RED in QUEENS you automatically win and must call the TD
to the table. <br>
3rd Hand = Jack Me <br>
Meld anything but must meld Jacks to the table before canastas and
canasta Jacks before going out. <br>
If you get a RED in JACKS you automatically win and must call the TD to
the table. <br>
4th Hand = Ace Me <br>
Meld anything but must meld Aces to the table before canastas and
canasta Aces before going out. <br>
If you get a RED in ACES you automatically win and must call the TD to
the table. <br>
5th Hand = Start over with King Me. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~
SCORPIO NT
~*~NEW~*~
<center><h1>SCORPIO NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
Your first meld must consist of one of the following cards: <br>
10s, Jacks or Aces. You may use wilds and other cards. <br>
In order to go out you must have 10s, Jacks and Aces melded. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SEX ON THE BEACH NT
<center><h1>SEX ON THE BEACH NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
A player must have BOTH 6's and 9's melded on your side of the
table before going out!! <br>
You may meld and put up as many Canasta's as you wish without
melding 6's and 9's. <br>
You just cannot go out until you have melded BOTH 6's and 9's.
<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SEXY BINGO NT
<center><h1>SEXY BINGO NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
You must have 3 in a row (vertical or horizontal) <br>
PLUS, the 6s and 9s melded before you may canasta. <br>
Valid bingo combos are 4-5-6, 7-8-9, 8-9-10, J-Q-K, Q-K-A, 4-8-Q,
5-9-K, 6-10-A. <br>
If you make a canasta before you have bingo plus sex you will DQ.
<br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SHIPMATE NT
<center><h1>SHIPMATE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You may meld anything at any time, but you must have Jacks <br>
and Aces melded to the table in order to canasta. In order <br>
to go out, you must have a canasta in Jacks. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. <br>
SHOPPING TRIP NT
<center><h1>SHOPPING TRIP NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
Women are the shoppers!! <br>
To get them out of the house you must meld the Queens (women) to the
table in your initial meld. <br>
You may use wilds and other cards but queens MUST hit the table in the
initial meld. <br>
Since women need money to go shopping, 5's and 10's must be melded in
order to canasta. <br>
Once you have 5s and 10s melded to the table, you may make nastas.
<br>
The first person to finish their shopping trip wins the game (5000
pts). <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SHRINKING VIOLETS NT
<center><h1>SHRINKING VIOLETS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
First hand you cannot meld or canasta 4's. <br>
Second hand 4's or 5's. <br>
Third hand 4's, 5's or 6's and so on until there is a winner. <br>
Aces are neutral and may be melded and canasta'd. <br>
Black 3s must be discarded they cannot be melded to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SIMON SAYS NAME ME NT
<center><h1>SIMON SAYS NAME ME NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
The first player to draw each hand names the ME card for the hand. You can
draw before you name the card. If a player forgets to name a card and discards,
then the opponent can name the ME card on their turn. Before any cards are
melded, the ME card must be named. If a player melds with no ME card being
named, then it is a DQ.<br>
You may meld anything after the ME card has been named, but you must have the
ME card melded to the table in order to canasta. In order to go out, you must
have a canasta in the ME card. If you get a natural canasta in the ME card
then you automatically win. If you discard or continue playing you lose the
auto win and must complete the game. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SIMON SAYS THE JOKER NT
<center><h1>SIMON SAYS THE JOKER NT</h1>
<h2> Tables Set Draw 2, 2 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
and based on his <br>
best cards will decide the MELD for that hand. <br>
He will say "Simon Says The Joker Kings with a joker". <br>
Kings with a joker must
now be in the INITIAL MELD. <br>
You may use wilds and other cards, but Kings with a joker must <br>
be in the INITIAL
MELD. <br>
The next hand, the Opponent will DRAW two cards and LOOK at his
cards and based <br>
on his best cards, will decide the MELD for that hand.
<br>
He will say, "Simon Says Aces with a joker". Aces with a <br>
joker must now be in
the INITIAL MELD. <br>
You may use wilds and other cards, but Aces with a joker must <br>
be in the INITIAL MELD. <br>
The game continues rotating between the players. <br>
If a player forgets to name a card on their first turn of the
hand, then their <br>
opponent can name the card on their turn. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2></center>
SKYLINE NO OUT NT
<center><h1>SKYLINE NO OUT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 <br>
You can only meld and canasta 8s through Aces. All other cards <br>
(3s through 7s) are discards only. NO going out EVER. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SNOOKER NT
<center><h1>SNOOKER NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
You must meld all four corners (4, 6, J, aces). <br>
You may meld anything in your initial meld but you cannot make any
canastas <br>
until you have melded all four corners. <br>
If you get a RED CANASTA in 8s (sinking the 8 ball), play is stopped
<br>
until the TD is notified and it is an automatic win <br>
(CAN ONLY DO THIS IF YOU HAVE ALL FOUR CORNERS). <br>
Similar to Corner Pockets but not the same. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SNOW WHITE CANASTA NT
<center><h1>SNOW WHITE CANASTA NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
You may use wilds and other cards in any of your initial
melds. <br>
1st Hand --- Snow White is the beauty queen of the land. Queens must be
melded in the initial meld. <br>
2nd Hand--- The Wicked Witch Queen feeds Snow White a poisoned
apple. <br>
A is for Apple. Aces must be in your initial meld. <br>
3rd Hand--- The Prince is "king-to-beat?" in his land and must kiss
<br>
Snow White to awaken her. Kings must be in your initial meld. <br>
4th Hand--- Snow White and the Prince live happily ever after.
<br>
Queens and Kings must be in your initial meld. <br>
The 7 dwarfs are very, very important to Snow White and to this game.
<br>
A red canasta in 7's, made after your initial meld in any hand, wins
the game. <br>
Call the TD to the table to verify the win. <br>
Hi-Ho! Hi-Ho! It's off to play you go. <br>
Remember: 1st hand QUEENS in initial meld. <br>
2nd hand ACES in initial meld. <br>
3rd hand KINGS in initial meld. <br>
4th hand QUEENS AND KINGS in initial meld. <br>
A RED in 7s after you have made your initial meld wins the
game. <br>
Play must stop or auto win is voided. <br>
Repeat as needed. That the pile is forbidden. The wicked queen has
poisoned it. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SPIN THE BOTTLE NT
<center><h1>SPIN THE BOTTLE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
The first card turned up each hand will decide which group the bottle
<br>
lands on for you to make your first canasta. <br>
First group = black 3, 4, 5, 6; Second group = 7, 8, 9, 10; Third group
= J, Q, K, A. <br>
Please type what the first card turned up was. <br>
If first card was a Joker, 2 or red 3 the next card is used to choose
the group. <br>
Once you have made the required canasta you can make other canastas
from any group. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
STAIRCASE NT
<center><h1>STAIRCASE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
5s, 6s, 8s, 9s, Jacks, & Queens are the only cards allowed
to be melded. <br>
All other cards are discards. <br>
Once you meld the 5s, 6s, 8s, 9s, Jacks, & Queens then you
can make canasta(s). <br>
No canastas until the Stairs are melded. <br>
Wild cards can be used to make melds or canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SUPERMAN NT
<center><h1>SUPERMAN NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
In order for Superman to save Lois Lane he must jump from the tallest
building. <br>
You must meld ACES (highest building) in your initial meld. <br>
In order to make a canasta you must have JACKS (Superman) melded to the
board. <br>
In order to go out you must have a canasta in QUEENS (Lois
Lane). <br>
If you complete all these tasks you have saved Lois and are a SUPER
HERO. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
SWEET RED CANASTA NT
<center><h1>SWEET RED CANASTA NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000
<br>
You need 2 Canasta's to go out. <br>
Meld any time. You get a RED canasta at any time it's an auto win
. <br>
Play must stop or auto win is voided. <br>
Out any time. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
SWEET SIXTEEN NT
<center><h1>SWEET SIXTEEN NT</h1>
<h2> Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You must have 6’s and 10’s melded before making ANY Canasta’s.
<br>
You may NOT pick up PILE. <br>
You
may meld ANYTHING at ANYTIME, but if you make a Canasta in 6’s AND
10’s <br>
in the same hand, yell “SWEET SIXTEEN”, call a TD to the
table, <br>
and you automatically win the game. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
SWING SHIFT NT
~*~NEW~*~
<center><h1>SWING SHIFT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, No bots, points 5000 <br>
1st hand 7-3. Meld and canasta anything at any time. <br>
But you cannot go out until you have 7s melded and at least 1 red 3. <br>
2nd hand 3-11. Meld and canasta anything at any time. <br>
But you cannot go out until you have the Jacks melded and at least 1 red 3. <br>
3rd hand 11-7. Meld and canasta anything at any time. <br>
But you cannot go out until you have the 7s and Jacks melded. <br>
If more hands are needed then start over with 7 - 3. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
~*~NEW~*~
TEATIME NT
~*~NEW~*~
<center><h1>TEATIME NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
You can meld anything at any time. In order to make canastas, <br>
you must have 10s, 8s, and Aces (TEA) melded. In order to go <br>
out, you must have a canasta in 10s, 8s, or Aces. A natural <br>
canasta in 10s, 8s, or Aces is an automatic win. Play must <br>
stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
THREESOME NT
~*~NEW~*~
<center><h1>THREESOME NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
You may meld anything at any time, but 6, 9 and Q (as they are <br>
multiples of 3s) must be melded before making canastas. You <br>
must have 1 canasta in 6, 9 or Q before going out. If you make <br>
a canasta in all 6s, 9s and Qs, it is an auto win. Play must <br>
stop on auto win or it is voided. If you go out before making <br>
a canasta in 6s, 9s, or Qs, it is a DQ. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NOT FOR DOUBLES~*~
THORNY ROSE NT
~*~NEW~*~
<center><h1>THORNY ROSE NT *NOT FOR DUBS*</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
Aces are the stem and 5s are the roses. You must have Aces <br>
and 5s in your initial meld. You can use wilds and other <br>
cards. The 8s are the thorns, so you need 8s melded before <br>
making canastas. You need a canasta in Aces or 5s to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
TIC TAC TOE NT
<center><h1>TIC TAC TOE NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
If you get three canastas in a row you win automatically. <br>
Like: 456 - 567 - 678 - 789 - 8910 - 910J - 10JQ - JQK - QKA. <br>
They have to be in ascending order so it doesn't count if you do AKQ.
<br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
TOYS R US NT
<center><h1>TOYS R US NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
KIDS WANT LOTS OF TOYS!! <br>
To keep them happy you must meld the Jacks (Kids) <br>
to the table in your initial meld. <br>
You may use wilds and other cards but Jacks MUST <br>
hit the table in the initial meld. <br>
Since they need a parent with money (and things actually cost ?.99),
<br>
King's OR Queen's and 9's must be melded in order to canasta. <br>
You must have a canasta in 9's before you can go out. <br>
The first kid to buy all the toys wins the game (5000 pts). <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
TURKEY BACON NT
<center><h1>TURKEY BACON NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
Oinkers are Js, Qs, Ks, and As. <br>
You must have at least 1 of the Oinkers in your initial meld. <br>
After your initial meld is seen on the table you may make RED canastas
<br>
at any time with or without the rest of the oinkers. <br>
Once each team/player has melded all of the Oinkers <br>
to the table they can then make BLACK canastas. <br>
To go out you must have a canasta in at least 1 of the Oinkers.
<br>
A red canasta in any of the Oinkers is an automatic win. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
UNDER ARREST NT
<center><h1>UNDER ARREST NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
This
game is played like reg canasta, but first person to get 3 red 3s
is <br>
under arrest and CANNOT make any more canastas that hand. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
UP THE CREEK NT
<center><h1>UP THE CREEK NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
You can meld anything anytime but you must have 6, 9 and Jack melded
<br>
on the table before you can make a canasta. <br>
You cannot go out until you have a canasta in either 6, 9 or Jack.
<br>
If you canasta all three, 6, 9 and Jacks, your opponent is up the creek
and you win automatically. <br>
Play must stop or auto win is voided. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
UPSTAIRS NT
~*~NEW~*~
<center><h1>UPSTAIRS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
You can only meld 6s, 9s, 10s, Qs, Ks, and As. All other cards <br>
are discards. You can meld in any order and can use wilds. <br>
Once you meld the 6s, 9s, 10s, Qs, Ks, and As then you can make <br>
canasta(s). <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
V NT (NOT FOR DOUBLES)
<center><h1>V NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000 <br>
In this tourney, you may ONLY meld 4s, 5s, 10s, Qs and
Ks. <br>
All other cards are discards only. <br>
You may meld in any order, and you may use wilds. <br>
You may NOT make any canastas until your V is complete.
<br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
WALMART NT
<center><h1>WALMART NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
Men and Women shop at Walmart. <br>
To get them out of the house you must meld the Queens (women) <br>
or the Kings (men) to the table in your initial meld. <br>
You may use wilds and other cards but queens or kings <br>
MUST hit the table in the initial meld. <br>
Since both men and women need money to go shopping, <br>
5's and 10's must be melded in order to canasta. <br>
Once you have 5s and 10s melded to the table, you may make nastas.
<br>
The first person to finish their shopping trip wins the game (5000
pts). <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
WAVES IN A POND NT
~*~NEW~*~
<center><h1>WAVES IN A POND NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
1st Hand - 8s and 10s must be melded before making canastas. <br>
2nd Hand - 7s and Jacks must be melded before making canastas. <br>
3rd Hand - 6s and Queens must be melded before making canastas. <br>
4th Hand - 5s and Kings must be melded before making canastas. <br>
5th Hand and any thereafter, 4s and Aces must be melded before <br>
making canastas. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
WHAM BAM THANK YOU MA'AM NT
~*~NEW~*~
<center><h1>WHAM BAM THANK YOU MA'AM NT</h1>
<h2>Tables Set Draw 2, 2 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 for <br>
which the rules should also be posted. Wham Bam Thank You Maam <br>
can usually be completed in 15 minutes. Cancel game after 1st <br>
hand as it is Unrated. </h2>
WHATEVER NT
<center><h1>WHATEVER NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
Your first canasta must be ODD (5 7 9 J K). <br>
Your second canasta must be EVEN (4 6 8 10 Q A). <br>
Your third canasta must be ODD and your fourth EVEN etc. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
WINNIE AND FRIENDS NT
~*~NEW~*~
<center><h1>WINNIE AND FRIENDS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
1st Hand - Winnie - Aces meld in first meld must have a canasta in aces to go out. <br>
2nd Hand - Piglet - Fours meld in first meld must have a canasta in aces to go out. <br>
3rd Hand - Tigger - Kings meld in first meld must have a canasta in aces to go out. <br>
4th Hand - Rabbit - Jacks meld in first meld must have a canasta in aces to go out. <br>
If the 5th Hand is reached, return to the hundred acre woods. <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~
WIZARD OF OZ NT
~*~NEW~*~
<center><h1>WIZARD OF OZ NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000 <br>
1st Hand - You must have a red 3 in order to meld and a canasta in Queens to go out. <br>
2nd Hand - First canasta must be in 7s. <br>
3rd Hand - No canasta until 10s are melded. <br>
4th Hand - 6s and 7s may ONLY be used as discards <br>
5th Hand - You may meld and canasta at any time, but if you get all red 3s <br>
in this hand it is a DQ. <br>
6th Hand - You must have a canasta in Kings and <br>
Aces in order to go out. <br>
If the 7th Hand is reached, return to the yellow brick road and begin again, <br>
but watch out for the Wicked Witch! <br>
REMEMBER: DON'T EVER TOUCH THE PILE. </h2>
~*~NEW~*~ WONDER WOMAN NT ~*~NEW~*~
<center><h1> WONDER WOMAN NT NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
In order for Wonder Woman to save the world she must defeat Ares with her golden lasso.<br>
You must meld Queens (Wonder Woman) in your intial meld.<br>
In order to make canastas you must have Kings (Ares) melded to the board.<br>
In order to go out you must have a canasta in Aces.<br>
If you complete all these tasks, you have save the world and are a SUPER HERO! <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
WOODEN SOLDIERS NT
<center><h1>WOODEN SOLDIERS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
Your initial meld must contain Aces, Kings OR Jacks. <br>
You must have A's, K's and J's melded to the table before making any
canastas. <br>
You must have a canasta in Aces, Kings or Jacks to go out. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
WORKING HAND 9 TO 5 NT
<center><h1>WORKING HAND 9 TO 5 NT</h1>
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable
bots, points 5000 <br>
You can Meld and Canasta anything you want but to Go Out you must have
a Working Hand <br>
which is 9's and 5's Melded to the Table. <br>
If you Go Out and you do not have 9's and 5's Melded you will be
Disqualified. <br>
You can use Wilds and Jokers in your Meld. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
YO - YO SHRINKING VIOLETS
NT
<center><h1>YO - YO SHRINKING VIOLETS NT</h1>
<h2>Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer,
disable bots, points 5000 <br>
In this game your Meld will go Up and Down. <br>
You can use OTHER cards and WILDS to make your Initial Melds. <br>
First Hand: NO 4s may be Melded. <br>
Second Hand: NO 4s and Aces may be Melded. <br>
Third Hand: NO 4s, 5s and Aces may be Melded. <br>
Fourth Hand: NO 4s, 5s, Kings and Aces may be Melded. <br>
Fifth Hand: NO 4s, 5s, 6s,Kings and Aces may be Melded. <br>
Sixth Hand: NO 4s, 5s, 6s, Queens, Kings and Aces may be Melded.
<br>
Seventh Hand: NO 4s, 5s, 6s, 7s, Queens, Kings and Aces may be Melded.
<br>
Eighth Hand: NO 4s, 5s, 6s, 7s, Jacks, Queens, Kings and Aces may be
Melded. <br>
Ninth Hand: NO 4s, 5s, 6s, 7s, 8s, Jacks, Queens, Kings and Aces may be
Melded. <br>
Tenth Hand: NO 4s, 5s, 6s, 7s, 8s, 10s, Jacks, Queens, Kings and Aces
may be Melded. <br>
Eleventh Hand: NO 4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, Kings and
Aces may be Melded. <br>
If you need more hands then you Start back at No 4s. <br>
REMEMBER: DON'T EVER TOUCH THE PILE.</h2>
Updated by Kanasta_Friends Staff on 4/30/2022