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Canasta Joker

Canasta Joker Partner- und Platzwahl

Punktewertung für Canasta. Werte der einzelnen Spielkarten. Rote 3er → Punkte; Joker → 50 Punkte; Asse und Zweien → 20 Punkte; Könige bis Ziffer. Der Joker beim Canasta. Laut den Canasta Spielregeln kann das Paket auch mit einem Joker gesperrt werden. Der nächstsitzende Spieler darf, wenn mit Joker. Joker: 50 Punkte; rote Dreien: Punkte; schwarze Dreien: 5 Punkte. Das Kartenspiel. Spielvorbereitung. Vor Beginn einer Partie werden die. Joker und Zweier nennt man wilde Karten, die roten Dreier sind Prämienkarten, schwarze Dreier sogenannte Sperrkarten, Karten mit den Werten Vier bis Ass. Dabei zählen Zweien und Joker nicht. Die Karten werden einzeln gegeben. Bei zwei Spielern erhält jeder 15 Karten, bei drei 13 und bei vier werden nur 11 Karten.

Canasta Joker

Echter Canasta (ohne wilde Karten) Punkte. Echter Canasta nur aus wilden Karten. (Joker und 2en) .. Punkte. 4 rote 3en auf einer Seite. Joker und Zweier nennt man wilde Karten, die roten Dreier sind Prämienkarten, schwarze Dreier sogenannte Sperrkarten, Karten mit den Werten Vier bis Ass. Der Joker beim Canasta. Laut den Canasta Spielregeln kann das Paket auch mit einem Joker gesperrt werden. Der nächstsitzende Spieler darf, wenn mit Joker. Canasta Joker

It was extremely fashionable in the 's, threatening for a while to displace Contract Bridge as the premier card game.

The rules were standardised in North America around , and it was this version of the game, which will be called Classic Canasta on this page, that gained worldwide popularity.

In many countries, Classic Canasta is still played in more or less its original form, sometimes alongside a number of variations.

In North America, however, some players have continued to develop the game, and these groups now favour a different version, called Modern American Canasta on this page.

Canasta is generally agreed to be best for four players, playing in partnerships. However, there are playable versions for two and three players, which are given later on this page.

To avoid repetition, this section describes the terms and processes that are common to most or all versions of Canasta. Canasta is normally played with two standard 52 card packs plus four jokers two from each pack , making cards in all.

They have standard point values as follows:. The cards A, K, Q, J, 10, 9, 8, 7, 6, 5, 4 are called natural cards. All of the deuces twos and jokers are wild cards.

With some restrictions, wild cards can be used during the game as substitutes for a natural card of any rank. The threes have special functions and values, depending on which variation of Canasta is being played.

Each player is dealt a hand of cards, and in the centre of the table is a face-down pile of cards called the stock and a face-up pile of cards called the discard pile.

The player to the left of the dealer plays first, and then the turn to play passes clockwise. A basic turn consists of drawing the top card of the stock, adding it to your hand without showing it to the other players, and discarding one card from your hand face up on top of the discard pile.

After drawing, but before discarding, you may sometimes be able to play some cards from your hand face up on the table. To play cards to the table in this way is known as melding , and the sets of cards so played are melds.

These melded cards remain face up on the table until the end of the play. The play ends when a player goes out , i. You are only allowed to go out after your team has fulfilled certain conditions, which vary according to the type of canasta played but always include completing at least one seven-card meld or 'canasta' see below.

Having achieved this, you can go out by melding all but one of the cards in your hand and discarding this last card. In many versions of Canasta you can also go out by melding your whole hand, leaving no discard.

The game can also end if the stock pile runs out of cards: if a player who wishes to draw from the stock is unable to do so, because there are no cards left there, the play ends immediately and the hand is scored.

Under certain conditions, instead of drawing from the stock, you are permitted to take the whole of the discard pile. In order to do this, you must be able to meld the top discard, without needing any of the other cards in the discard pile to make your meld valid.

The procedure in this case is:. The object of the game is to score points by melding cards. A valid meld consists of three or more cards of the same natural rank any rank from four up to ace , such as three kings, six fives, etc.

When playing with partners, melds belong to a partnership, not to an individual player. They are kept face up in front of one of the partners.

Typically, a partnership will have several melds, each of a different rank. You can add further cards of the appropriate rank to any of your side's melds, whether begun by yourself or by your partner, but you can never add cards to an opponent's meld.

Wild cards jokers and twos can normally be used in melds as substitutes for cards of the appropriate rank. For example Q-Q-Q-2 or joker would be valid melds.

There are, however, restrictions on using wild cards, which vary according to the type of Canasta being played. Threes cannot be melded in the normal way.

They have special functions, which are different depending on whether you play classic or modern American canasta. A meld of seven cards is called a canasta.

If all of the cards in it are natural, it is called a natural or pure or clean or red canasta; the cards are squared up and a red card is placed on top.

If it includes one or more wild cards it is called a mixed or dirty or black canasta; it is squared up with a natural black card on top, or one of the wild cards in it is placed at right-angles, to show that it is mixed.

In some versions of Canasta you may create a meld of more than seven cards, simply by continuing to add more cards of the same rank to an already complete canasta.

If it is allowed, a meld of eight or more cards is still regarded as a canasta. If any wild cards are added to a previously pure red canasta, it thereby becomes mixed black.

For each partnership, the first turn during a hand when they put down one or more melds is called their initial meld. When making the initial meld for your partnership, you must meet a certain minimum count requirement , in terms of the total value of cards that you put down.

You are allowed to count several separate melds laid down at the same time in order to meet this requirement. In some versions including Modern American , the initial meld must be made entirely from your hand; in others including Classic you are allowed to use the top card of the discard pile along with cards from your hand to satisfy the minimum count, before picking up the remainder of the pile.

The initial meld requirement applies to a partnership, not to an individual player. Therefore, after either you or your partner have made a meld that meets the requirement, both of you can meld freely for the rest of that hand.

However, if the opponents have not yet melded, they must still meet the requirement in order to begin melding. Canasta was standardised in the late 's and is still played in more or less this classic form in many parts of the world, including some parts of America.

However, those who prefer the "Modern American" game may prefer to skip this section , since many of the Classic rules are not relevant in that game.

As usual, there are four players in fixed partnerships, partners sitting opposite each other. Two 52 card standard packs plus 4 jokers are shuffled together to make a card pack.

The first dealer is chosen at random, and thereafter the turn to deal rotates clockwise after each hand. The dealer shuffles and the player to dealer's right cuts.

Each player is dealt 11 cards, and the rest of the cards are placed in a face-down stock pile in the centre of the table.

The top card of the stock is taken off and placed face up next to the stock pile, to start the discard pile. If this first face-up card is wild or a red three, another card is turned and places on top of it, continuing until a card which is not a wild card or red three is turned up; the wild card or red three should be stacked at right angles to the rest of the pile, to indicate that it is frozen see below.

Each player must immediately place face-up in front of them any red threes they were dealt, and draw an equal number of cards from the top of the face-down pile to replace them.

Every meld must contain at least two natural cards. The smallest meld, as usual, consists of three cards, which could be three natural cards such as or two natural cards and a wild card such as Q-Q Melds can grow as large as you wish.

A meld of seven or more cards counts as a canasta. No meld can contain more than three wild cards - so a six card meld must include at least three natural cards, and a canasta must contain at least four natural cards.

There is no limit on the number of natural cards that can be added to a complete canasta. A wild card added to a pure canasta of course makes it mixed.

Once a canasta contains three wild cards, no further wild cards can be added. It is not allowed for one partnership to have two separate melds of the same rank.

Any cards melded by a partnership which are the same rank as one of their existing melds are automatically merged into that meld, provided that the limit of three wild cards is not exceeded.

It is however quite possible and not unusual have a meld of the same rank as one of your opponents' melds. As usual, each turn is begun by either drawing the top card from the face-down stock or taking the whole of the discard pile.

The player may meld some cards and must do so if taking the discard pile. Each turn must be ended by discarding one card face-up on top of the discard pile.

A player may always opt to draw the top card of the face down pile. You can only take the discard pile if you can meld its top card, combined with cards from your hand if necessary.

There are additional restrictions on taking the discard pile if it is frozen against your partnership see below. But first let us consider the case where the discard pile is not frozen against you.

In that case, if the top card of the pile is a natural card from four up to ace , you can take the pile if either:.

The procedure for taking the pile was described in the general rules. You must show that you can use the top card in a valid meld before you are allowed to pick up the rest of the pile.

After picking up the pile, you can then make further melds. For example, if there is a five on top of the pile and another five buried, you cannot use a single five in your hand to take the pile and meld the three fives.

But if you have two fives in your hand you can meld these with the five on top of the pile, take the pile, and then add the other five to this meld.

Note that you can never take the discard pile if its top card is a wild card or a black three. Note also that it is not necessary to take the discard pile in order to meld.

If you wish, you can meld after drawing from the stock. When the discard pile is frozen against you, you can only take it if you hold in your hand two natural cards of the same rank as the top card of the discard pile, and you use these with the top discard to make a meld.

This meld can either be a new one, or could be the same rank as an existing meld belonging to your partnership, in which case the melds are then merged.

For example, suppose the pile is frozen against us and our team already has a meld of 4 sevens on the table. If the player before me discards a seven, I cannot pick up the discard pile unless I have two further sevens concealed in my hand.

If I do have 2 sevens in my hand, I can add them and the discarded seven to our meld making a canasta , and take the pile. If your partnership has not yet melded, then in order to meld, the total value of the cards you lay down must meet a minimum count requirement.

This requirement depends on your partnership's cumulative score from previous hands as follows:. To achieve this count, you can of course put several melds at once, and the melds can be of more than the minimum size of three cards.

The standard values of the cards you play are added to check whether the requirement has been met. We have seen that if you have not yet melded, the discard pile is frozen against you.

Therefore, in order to achieve the minimum count, you must either meld entirely from your hand after drawing from the stock, or you must use two natural cards from your hand which match the top card of the discard pile.

In this second case, you can count the value of the top discard, along with the cards you play from your hand in this and any other melds, towards the minimum count.

You cannot count any other cards in the pile which you may intend to add in the same turn. Example: there is a king on top of the discard pile and a king and a queen buried in the pile.

You have two kings, two queens and a two in your hand. If your initial meld requirement is 50, you can meld K-K-K, Q-Q-2 using the king from the top of the pile, for 70 points.

You can then add the king and queen from the pile to these melds in the same turn if you wish. But you could not make this play if you needed a minimum count of even though the king and queen from the pile are ultimately worth a further 20, you cannot include these towards your initial requirement.

Bonuses for red threes, canastas and so on cannot be counted towards meeting the minimum. Even if you have a complete canasta in your hand, you are not allowed to put it down as your initial meld if the total value of its individual cards does not meet your minimum count requirement.

There is just one exception to the minimum count requirement. Suppose that your team has not yet melded, and that having drawn from the stock you are able to meld your entire hand including a canasta.

In this case you may meld you whole hand with or without a final discard and go out without having to meet any minimum count requirement.

In doing this you will score the extra bonus for going out concealed. This option remains available to a player who has exposed red threes, provided that they have not melded anything else.

The play ends as soon as a player goes out. You can only go out if your partnership has melded at least one canasta.

Once your side has a canasta, you may go out if you can and wish to, by melding all of your cards, or by melding all but one and discarding your last card.

It is legal to complete the required canasta and go out on the same turn. If your side does not yet have a canasta, you are not allowed to leave yourself without any cards at the end of your turn: you must play in such a way as to keep at least one card after discarding.

It is against the rules in this case to meld all your cards except one. You would then be forced to discard this last card, which would constitute going out illegally.

Note that it is not always an advantage to go out as soon as you are able to; the cards left in your partner's hand will count against your side, and you may in any case be able to score more points by continuing.

If you are able to go out but unsure whether to do so, you may if you wish ask your partner "may I go out? This question can only be asked immediately after drawing from the stock or taking the discard pile, before making any further melds other than the one involving the top card of the pile if it was taken.

Your partner must answer "yes" or "no" and the answer is binding. If the answer is "yes", you must go out; if the answer is "no" you are not allowed to go out.

You are under no obligation to ask your partner's permission before going out; if you wish, you can simply go out without consulting your partner.

Another way that play can end is when there are no more cards left in the face-down stock. Play can continue with no stock as long as each player takes the previous player's discard and melds it.

In this situation a player must take the discard if the pile is not frozen and if the discard matches any previous meld of that player's side.

As soon as a player is entitled to draw from the stock and chooses to do so, but there is no card in the stock, the play ends.

If a player draws a red three as the last card of the stock, the red three is placed face up as usual and then, since there is no replacement card that can be drawn from the stock, the play immediately ends.

The player who drew the red three is not allowed to meld nor discard. After the bonuses have been calculated, the cards melded by each team are counted using the standard values - see general rules.

Black threes are worth 5 points each. For ease of counting and checking, the usual method is to group the cards into piles worth points each.

Note that in a canasta, the values of the cards themselves are counted in addition to the bonus for the canasta, so for example a natural canasta of seven kings is really worth points altogether - for the canasta and 70 for the kings.

The cards remaining in the hands of the players are also counted using the same standard values, but these points count against the team and are subtracted from their score.

A cumulative total score is kept for each partnership. It is possible to have a negative score. When one or both partnerships have a total of 5, or more points at the end of a hand, the game ends and the side with the higher total score wins.

The margin of victory is the difference between the scores of the two sides. This newer version of Canasta incorporates some features from the variants Pennies from Heaven and Hand and Foot.

Those who have adopted it enjoy its stricter rules and find the classic version too easy in comparison.

I am not sure how widespread this version of Canasta is, but there are significant and growing numbers of players in New York, New Jersey and Florida.

It would be interesting to know whether it has taken root in other regions as well. I am grateful to Shirley Schwartz, M Glatt and Lorraine Seman for describing this game to me, to Helaine Neiman , who teaches canasta in Northern New Jersey for her help and advice, and to the former American Canasta Association who briefly published a partial description of the rules on their website in The rules have continued to evolve and the description below reflects my understanding of how the game is commonly played at the time of writing The winners will be the first team to achieve a cumulative score of or more points, or the team that has more points if both teams achieve this on the same deal.

Sometimes a special tray is used to hold the draw and discard piles but this is not essential. The dealer shuffles, the player to dealer's right cuts.

The undealt cards are placed face down in the centre to form a draw pile. No card is turned face up to start a discard pile - the play begins with the discard pile empty.

The ninth card from the bottom of the draw pile is turned at right angles to the pile. This is known as the turn card. During the game, a player who draws the turn card must announce it so that all players know that there are just 8 cards remaining in the draw pile - the "bottom 8".

One procedure for dealing is as follows: when performing the cut, the player to the dealer's right lifts the top part of the deck, deals 8 cards from the bottom of this section into the draw tray, places the ninth card sideways in the draw tray as the turn card, and finally places the rest of the section on the draw pile.

Meanwhile the dealer takes the cards that were left by the cutter and deals 13 cards to each player, one at a time, placing any remaining cards on top of the draw pile, or taking cards from the top of the draw pile to complete the deal if needed.

The turn to deal passes to the left after each hand. Normally the player to dealer's right also acts as scorekeeper for the hand.

In this game, twos and jokers are wild, and threes are special. The remaining cards, from 4 up to ace, are called natural cards.

A Canasta of wild cards is worth 1, points. Every red 3 your team has is worth points. If you have both pairs of red 3s, you get a point bonus for points in all.

Then you add up the score for your melds and subtract from that the total negative points that go against you, for the cards left in your hand.

Consider going out if you can to leave yourself just below one of the critical points of moving into a new zone for the initial meld requirement.

You are better off having a total score of 1,, rather than 1, because you need fewer points to get started on the next hand.

Modern American Canasta is a younger cousin of the game of Canasta explained here. The game is played to a score of 8, and has many variations.

For the full story, visit this Web site , but following are some of the main differences:. Melds of 7s and aces are subject to special rules.

You cannot use wild cards to make a meld of 7s at all. Additionally, if you start a meld but do not complete the Canasta, you are subject to penalty.

A meld of aces cannot contain wild cards unless it is the initial meld. Again, if you start a meld and do not complete the Canasta, you are subject to penalties.

Canasta Joker Video

What is Canasta? How Do You Play?

By Barry Rigal, Omar Sharif. The object of Canasta is to pick up cards and fit them into groupings. You score points for the groupings, or melds, so the more melds, the merrier.

The first team to score 5, points wins, and if both teams hit 5 grand on the same hand, the team with the higher score wins.

Melds are combinations of three to seven or more cards of the same rank. A meld of seven cards, such as seven 9s or seven kings, is called a Canasta.

Making a Canasta is especially valuable for a number of reasons: You need to make a Canasta to go out, and it also helps your score mount quickly.

The 2s and jokers in the deck are wild cards, meaning that they can represent any value you want them to. Each meld can include one wild card, but a meld must have at least two non-wild cards in it and no more than three wild cards.

For example, a meld of three can contain one wild card, and a meld of four can have two wild cards. Man wird sich nun fragen, unter welchen Umständen ein Spieler eine so wertvolle Karte opfern wird, wie es ein Joker ist, um das Paket zu sperren.

Der Gegner hat z. Figuren von Königen, Buben und Achtem auf dem Tisch liegen. Sobald er eine dieser Karten auf das Paket legt, wird der Gegner selbstverständlich das Paket sofort kaufen.

Nun sperrt der Spieler mit dem Joker. Dann macht er natürlich reiche Beute und wird unter Umständen auf diese Weise erst recht einen Canasta bilden können.

Wird eine Schwarze Drei auf den Abwurfstapel, den Posso, gelegt, so sperrt sie diesen nur für den nachfolgenden Spieler, der daher nur die oberste verdeckte Karte aufnehmen kann. Der Geber mischt, lässt Casino Echtgeld Startguthaben Ohne Einzahlung und gibt; jeder Canasta Joker erhält elf Karten. Wir haben das jahrelang in der Familie aber ohne "Experten"-Wissen immer so gespielt, dass man auch ein zweites Mal mit Karten, die man selbst oder der Partner schon ausgelegt hat, den Stapel nehmen kann - das erhöht den Reiz des Spiels ;- Hoffe du hast deine Frage schon vorher beantwortet bekommen, denn euer Urlaub dürfte ja mittlerweile rum sein ;- Frohes Neues Jahr noch! Manchmal werden anstelle der originalen 4 sechs Joker verwendet. Beim 4er-Spiel erhält jeder Spieler 11 Karten. Wenn ein Spieler bereits bei der Erstmeldung alle seine Karten in Meldungen auslegt die Mindestkartenpunkte müssen nicht erreicht werden und ein Canasta hat, so spricht man Kino Bad Oeynhausen Werre Park einem Hand-Canasta. Beste Spielothek in LГјtz finden anzuzeigen, dass das Paket eingefroren ist, wird die erste abgelegte wilde Karte bzw. Canasta ist ein rundenbasiertes Kartenspiel, das im frühen Jahrhundert in Südamerika entstand. Mit zwei Päckchen französicher Spielkarten zu je 54 Karten. Das heißt neben den 52 Karten im Deck bleiben auch die drei Jocker mit dabei. Das wird gebraucht. Kartendeck mit Joker Zwei Spieler. Spielziel. Ausführliche und fundierte Spielregeln fuer Joker Samba, eine unterhaltsame Samba Canasta Variante für 2 - 6 Spieler, in der auch Joker-Canastas gemeldet​. Zu den wilden Karten zählen die Joker und alle Zweier, die als Ersatz für jede beliebige natürliche Karte genommen werden können. Beim Canastaspiel sind die. Echter Canasta (ohne wilde Karten) Punkte. Echter Canasta nur aus wilden Karten. (Joker und 2en) .. Punkte. 4 rote 3en auf einer Seite. Dann macht er natürlich reiche Beute und wird unter Umständen auf diese Weise erst recht einen Canasta bilden können. A player may never play to an opponent's meld. Therefore, Beste Spielothek in DГ¶nberg finden order to Konto GekГјndigt Noch Geld Drauf the minimum count, you must either meld entirely from your hand after Beste Spielothek in Stammersdorf finden from the stock, or you must use two natural cards from your hand which match the top card of the discard pile. One card is taken from the top of the stack and placed face up to start the discard pile. A meld of aces begun after your team has Www.T-Online.De Spiele Kostenlos down its initial meld cannot include any Canasta Joker cards. You can then add the king and queen from the pile to these melds in the same turn if you wish. Once the initial meld is created, the Beste Spielothek in ThrГ¤na finden pile is open to both Therapiezentrum Spielsucht. Hoyle's Rules of Gamesunpaginated. Zunächst zieht immer der Spieler eine neue Karte, sobald dieser an der Reihe ist. Das bedeutet, dass die Karten zunächst offen auf den Tisch gelegt werden müssen. Das Canasta Joker Canasta wird mit französischen Spielkarten also zweimal 52 Blatt und den vier Jokern, Berlin Los Angeles Platz. Einem Spieler, welcher wiederum lediglich eine Karte auf der Hand hat, ist es nicht erlaubt, das Paket zu kaufen, insofern dieses nur eine einzige Karte enthält. Der Prämienwert des Canastas erhöht sich hierdurch nicht, lediglich der Kartenwert entsprechend den gesammelten Karten. Ein fertiggestelltes Beste Spielothek in Hengstfeld finden ist die Vorbedingung zur Beendigung eines Spieles. Eine Regelung für dieses Limit für die erste Meldung entfällt beim verdeckten Ausmachen. Eine Karte kann durch einen Joker oder eine 2 ersetzt werden. Am Anfang des Spieles wird man die wilden Karten nicht sogleich auslegen, um möglichst reine Canastas zu bilden, die je Punkte mehr zählen. Stimmt nicht. Ein Spieler, der ausmacht, darf eine Karte ablegen, muss es aber nicht. Der Kartenstapel bildet den Posso, auch Haufen genannt. Danach legt er ein Paket von sechs Karten in die Mitte, wobei nur die oberste offen Beste Spielothek in Gidisdorf finden. Dieser Ablegestapel wird auch Paket genannt. Rote Dreien zählen Punkte und damit mehr als andere Karten. Sobald ein echter oder ein unechter Canasta erreicht ist, muss der Stapel zusammen geschoben und weg gelegt werden. Gespielt wird immer rechts herum. Canasta wird mit französischen Spielkarten zwei Mal 52 Blatt plus vier Joker gespielt. Das mit der schwarzen 3 ist falsch wenn man die auf der Hand hat zählt es 5 minus man kann auch wenn man alle schwarze drein hat auf den Tisch hin legen so das man sie sieht wenn man dann noch eine Karte hat kann man schluss machen das mit den roten dreien ist richtig wenn man alle 4 hat Canasta Joker sind es minus wenn man keinen zu hat mfg buscher. Insofern ein Spieler in dem Zuge ausmacht, in welchem er das Paket kauft, ohne vorher Bundesliga Sommerpause Meldung gemacht zu haben bzw. Dazugezählt werden die Werte der ausliegenden Canastas, Tipico Г¶ffnungszeiten Meldungen und der roten Dreier. An einem fertigem Canasta dürfen Games Casino weiter Karten angelegt werden, wenn Canasta Joker beachtet wird: a Bei einem natürlichen Canasta darf nur noch die fehlende Karte angelegt werden, damit es natürlich bleibt.

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