NT Game Rules



1ST GATE NT


Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
Before any canastas can be made by either player, there must be a canasta in Aces.
Once one player has made a canasta in Aces, both players are then free to canasta what they wish,
HOWEVER, if you make the canasta in Aces, you must wait until your next turn before you canasta anything else.
REMEMBER: DO NOT TOUCH THE PILE 3 STRIKES NT

3 STRIKES NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You have to have EXACTLY 3 Canasta's (red or black) before you can GO OUT.
No MORE then 3 Canasta's and no LESS than 3 Canasta's.
You CAN have MORE then 3 Canasta's but you CANNOT go out.
If you DON'T have your 3 Canasta's or have OVER 3 Canasta's and GO OUT, it will be a DQ.
REMEMBER: DON’T EVER TOUCH THE PILE. 4 LEAF CLOVER NT (NOT FOR DOUBLES)

4 LEAF CLOVER NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything at anytime.
If you get all 4 RED THREES you automatically win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE. 4’S NO OUT NT

4'S NO OUT NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
4S must be in INITIAL MELD.
You can have other cards as well, but 4S must be in with the INITIAL MELD.
If you Canasta other cards 4S must hit the table first.
You can meld anytime but you CANNOT GO OUT.
REMEMBER: DON’T EVER TOUCH THE PILE. 5 OF A KIND NT (NOT FOR DOUBLES)

5 OF A KIND NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have a Natural 5 (and only 5) of a Kind in your Initial Meld.
You can Meld other cards at the same time but No Wilds are allowed with your Initial 5 of a Kind.
You are not allowed to make a Canasta on your Initial Meld.
On your Next Turn you may add cards to your 5 of a kind, make Canastas and go out.
REMEMBER: Don't touch the pile. 5’S NO OUT NT

5'S NO OUT NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
5S must be in INITIAL MELD.
You can have other cards as well, but 5S must be in with the INITIAL MELD.
If you Canasta other cards 5S must hit the table first.
You can meld anytime but you CANNOT GO OUT.
REMEMBER: DON’T EVER TOUCH THE PILE. 6'S NO OUT NT

6'S NO OUT NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6S must be in INITIAL MELD.
You can have other cards as well, but 6S must be in with the INITIAL MELD.
If you Canasta other cards 6S must hit the table first.
You can meld anytime but you CANNOT GO OUT.
REMEMBER: DON’T EVER TOUCH THE PILE. 69 ME NT

69 ME NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but MUST have a meld in 6s & 9s seen on table in order to Canasta.
Once you have a meld in 6s & 9s you can canasta anything u want, but you must have a canasta in 6s or 9s in order to go out.
6s & 9s do not have to be in initial meld or first canasta but they must be in your meld before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ.
If you get a RED in either 6s or 9s you automatically win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE. 7/10 SPLIT NT (NOT FOR DOUBLES)

7/10 SPLIT NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This is a regular NT canasta tourney with one special rule.
You must have either a canasta in 7s and an open meld in 10s, or an open meld in 7s and a canasta in 10s to go out.
You cannot canasta both 7s and 10s, only canasta one or the other.
Open meld does not mean initial meld but means you must have that set melded on the table without it being a canasta.
You may meld at any time, but remember unless you have the 7-10 split...you cannot go out!
REMEMBER: DON’T EVER TOUCH THE PILE. 7 DAYS AND 8 NIGHTS NT

7 DAYS AND 8 NIGHTS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Meld anything anytime but you can not make canastas until you have both 7s and 8s melded.
You must canasta either 7s or 8s before you can go out.
REMEMBER: DON’T PICK UP THE PILE 7’S NO OUT NT

7'S NO OUT NT


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

7 UP NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
7's MUST be in your initial meld.
You may use wilds and other cards in your initial meld.
All your Canasta's must be 7 or HIGHER (7,8,9,10,J,Q,K,A) TO GO OUT.
If ANY of your Canasta's are LOWER than a 7 (4,5,6), you may NOT go out.
You MAY Canasta a 4,5,6, you simply CANNOT go out.
REMEMBER: DON’T EVER TOUCH THE PILE. 8 BRIDES FOR 8 BROTHERS NT

8 BRIDES FOR 8 BROTHERS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must canasta both JACKS and QUEENS before you may go out.
You may meld and canasta anything you like but can not go out until you have a canasta in both JACKS and QUEENS.
REMEMBER: DON’T EVER TOUCH THE PILE. 8'S NO OUT NT

8'S NO OUT NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
8S must be in INITIAL MELD.
You can have other cards as well, but 8S must be in with the INITIAL MELD.
If you Canasta other cards 8S must hit the table first.
You can meld anytime but you CANNOT GO OUT.
REMEMBER: DON’T EVER TOUCH THE PILE. 9'S NO OUT NT

9'S NO OUT NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
9S must be in INITIAL MELD.
You can have other cards as well, but 9S must be in with the INITIAL MELD.
If you Canasta other cards 9S must hit the table first.
You can meld anytime but you CANNOT GO OUT.
REMEMBER: DON’T EVER TOUCH THE PILE. 10'S NO OUT NT

10'S NO OUT NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
10S must be in INITIAL MELD.
You can have other cards as well, but 10S must be in with the INITIAL MELD.
If you Canasta other cards 10S must hit the table first.
You can meld anytime but you CANNOT GO OUT.
REMEMBER: DON’T EVER TOUCH THE PILE. 101 DALMATIONS NT

101 DALMATIONS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld and canasta anything you want but you must have 10's and Aces (101) melded to the table in order to go out.
If you get a red canasta in 4's (Freed) you've freed all of the puppies from Cruella and it's an automatic win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T PICK UP THE PILE 747 JET NT

747 JET NT


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

ACE ME NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but MUST have a meld in ACES seen on table in order to Canasta.
Once you have a meld in Aces you can canasta anything u want, but you must have a canasta in Aces in order to go out.
Aces do not have to be in initial meld or first canasta but they must be in your meld before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ.
If you get a RED in ACES you automatically win.

MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE. ACES NO OUT NT

ACES NO OUT NT


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

ALADDIN NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at anytime, but you cannot make any canastas until you have ACES (Aladdin) and JACKS (Jasmine) melded to the table.
If you make a natural canasta in JACKS, you have won Princess Jasmine's heart and automatically win the game!
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON'T EVER TOUCH THE PILE AROUND THE WORLD NT

AROUND THE WORLD NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at anytime.
1st hand you can ONLY have a Canasta in 4s , 5s and 6s you cannot canasta anything else and you must have a canasta in all 3 of them to go out.
2nd hand you can ONLY have a Canasta in 7s, 8s and 9s you cannot canasta anything else and you must have a canasta in all 3 to go out.
In the THIRD hand you can ONLY have a Canasta in 10s, Jacks and Queens nothing else and you must have a Canasta in all 3 to go out.
4th hand you can ONLY Canasta Kings and Aces, and must have a canasta in both to go out.
In 5th hand and higher you must have 2 canastas of any kind to go out.
REMEMBER: DON’T PICK UP THE PILE BASEBALL NT

BASEBALL NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In baseball you play on a diamond you have 1st, 2nd, 3rd base and home plate.
You need to meld ONLY Ks, 7s, 5s & 10s to cover the bases of your diamond.
You CANNOT meld or canasta any other cards until you have Ks, 7s, 5s & 10s melded.
If you get a red canasta in 10s its a home run and auto win, BUT make sure you have your bases covered and have the Ks 7s and 5s melded before you make the red canasta in 10s or you will DQ.
Once your bases are covered you can meld and canasta any thing you want and go out.
REMEMBER: DON’T PICK UP THE PILE BATMAN NT (NOT FOR DOUBLES)

BATMAN NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In order for Batman & Robin to try and defeat the Joker they must first find him.
You must meld Aces with a Joker to find the Joker (Aces with a joker) in your first meld.
In order to make a canasta, you must have Jacks (Robin) or Kings (Batman) melded to the board.
If you get a red canasta in Jacks (Robin) or Kings (Batman) you defeat the Joker and get an auto win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: Don't touch the pile. BEAT THE DEVIL NT (NOT FOR DOUBLES)

BEAT THE DEVIL NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6'S MUST be in your initial meld.
You may meld wilds and other cards but 6's MUST be in your initial meld.
Since the Devil lives in a fiery place you must have at least one RED canasta to go out.
If you get a Red canasta in 6's you have beaten the Devil and Auto Win the game.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE. BINGO NT

BINGO NT


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

BOOBS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Big or Little You may meld anything but 9s at anytime.
If your 1st canasta is between 4 and 8 (little boobs), all your other canastas must also be between 4 and 8.
If your 1st canasta is between 10 and A (big boobs), all your other canastas must also be between 10 and A.
You must stay inside your bra size. 9s are neutral and may not be melded or canasta’d, they are discards only.
REMEMBER: Do not pick up the pile. BULLETS N BROADS NT

BULLETS N BROADS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have either As or Qs in your first meld.
You may use wilds and other cards.
You then have to have both As and Qs melded to the board before you may make Canastas.
If you nasta before you have As and Qs melded, it is a DQ.
A red nasta in either As or Qs is an auto win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: Don't touch the pile. CHECKERBOARD NT

CHECKERBOARD NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This special tourney has 1 special rule.
Checker board canasta -- IF you make a red canasta then the next one has to be a black canasta, the next canasta has to be red.
Alternating colors of canastas (black/red/black or red/black/red).
REMEMBER: DON’T PICK UP THE PILE CHERRY 7 UP NT

CHERRY 7 UP NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
7's MUST be in your initial meld.
If you make a RED CANASTA in SEVENS (7) you win the game automatically.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
You may use wilds and other cards in your initial meld.
All your Canasta's must be 7 or HIGHER (7,8,9,10,J,Q,K,A) TO GO OUT.
If ANY of your Canasta's are LOWER than a 7 (4,5,6), you may NOT go out.
You MAY Canasta a 4,5,6, you simply CANNOT go out.
REMEMBER: DON’T EVER TOUCH THE PILE. CLEMENTINE CANASTA NT

CLEMENTINE CANASTA NT


Table Set 2-2-2 RATED AND PROTECTED
In a cavern, In a canyon, Excavating for a mine
Lived a miner, 49er, and his daughter, Clementine
Must meld 4’s or 9’s in initial meld each hand.
May meld other cards also in initial meld but MUST meld 4’s or 9’s.
Must canasta 4’s or 9’s before you can go out.
May canasta other cards but need a canasta in 4’s or 9’s to go out.
REMEMBER: Don’t touch the pile. DIET DR. PEPPER NT

DIET DR. PEPPER NT


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

FATAL ATTRACTION NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like regular NT with one exception.
If you attract all 4 red 3's your fatal attraction game is over and you lose.
If this happens please cancel game.
REMEMBER: Don't pick up the pile. FERRIS WHEEL NT

FERRIS WHEEL NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You alternate hands of HIGH 4 NT and HIGH 5 NT.
Hand1: High 4
Your initial meld of each hand has to be high cards J, Q, K, or Aces.
You can meld wilds with your cards but you have to wait for the next turn to meld other cards than J, Q, K, or A.
In order to make canastas, you need to have 4s melded.
You must have a canasta in 4s and a canasta in J, Q, K, or Aces to go out.

Hand2:High 5
Your initial meld of each hand has to be high cards J, Q, K, or Aces.
You can meld wilds with your cards but you have to wait for the next turn to meld other cards than J, Q, K, or A.
In order to make canastas, you need to have 5s melded.
You must have a canasta in 5s and a canasta in J, Q, K, or Aces to go out.
REMEMBER: DON'T EVER TOUCH THE PILE. FISHIN' TIME NT (NOT FOR DOUBLES)

FISHIN' TIME NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld your fishin pole and line (6 , 8, J, Q, K & A) before you can catch your fish (canastas).
All other cards are discards only.
You may use wilds.
REMEMBER: DON’T PICK UP THE PILE FLASHING HOT JACKS NT

FLASHING HOT JACKS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may MELD and CANASTA ANYTHING ANYTIME.
If you make a RED CANASTA in JACKS you win the game automatically.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: Don't pick up the pile. G-STRING NT

G-STRING NT


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

GROUPER CHOICE NT


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

GROUPER NT


You must make one (1) canasta from each group in order.
Group 1 is 4, 5, 6; Group 2 is 7, 8, 9, 10; Group 3 is J, Q, K, A.
After you make 1 canasta from each group, in order, then you may make any other canastas you want and go out.

REVERSE GROUPER NT


You must make one (1) canasta from each group in order.
Group 1 is J, Q, K, A; Group 2 is 7, 8, 9, 10; Group 3 is 4, 5, 6.
You make 1 canasta from each group then you may make any other canastas you want and/or go out.
You may go out by making the 3rd canasta in order.
REMEMBER: DON’T PICK UP THE PILE. GROUPER NT

GROUPER NT


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

GROUPER SHUFFLE NT


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

HEXAGON NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld the 4, 5, 7, 10, Q, K and Wilds.
All other cards are for discards only.
All cards (4, 5, 7, 10, Q, and K) must be melded before making any canastas.
You can however meld in any order.
You can freeze the pile but you cannot pick up the pile. HIDE AND GO SEEK NT (NOT FOR DOUBLES)

HIDE AND GO SEEK NT


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

HIGH 5 NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your initial meld of each hand has to be high cards J, Q, K, or Aces.
You can meld wilds with your cards but you have to wait for the next turn to meld other cards than J, Q, K, or A.
In order to make canastas, you need to have 5s melded.
You must have a canasta in 5s and a canasta in J, Q, K, or Aces to go out.
REMEMBER: DON'T EVER TOUCH THE PILE. HIJACKED 747 JET NT

HIJACKED 747 JET NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The big jet is ready to take off!! In order to board the plane you must include 7s in your initial meld.
To get your in flight meal, you must have 4s seen on the table before making a canasta.
If you get a red in 7's your plane has been hijacked!!!!!! ITS AN AUTO WIN.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
Remember you need 4's on table before you put your red 7's on table.
Before you can get off the plane, you must make a canasta in 7s, then you can go out.
REMEMBER: DON’T PICK UP THE PILE HITS (HIGH IN THE SKY) NT

HITS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may ONLY meld or Canasta 8,9,10,J,Q,K,A because they are "high cards" and this is HIGH IN THE SKY.
All the lower cards become "junk cards" so discard them.
Out anytime.
REMEMBER: DON’T EVER TOUCH THE PILE. HOT MOMMA NT

HOT MOMMA NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld & canasta anything, anytime.
If you get canastas in both Qs & As you auto win!
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T PICK UP THE PILE IN ORDER PLEASE NT (NOT FOR DOUBLES)

IN ORDER PLEASE NT


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

JACK AND JILL NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Initial Meld must contain both Jacks and Queens.
You can't go out until you make a nasta out of Jacks or Queens.
Auto win if you make Red Canasta in Jack or Queens.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T PICK UP THE PILE JACKAZZZ SHOPPING NT

JACKAZZZ SHOPPING NT


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

JACK ME NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but MUST have a meld in JACKS seen on table in order to Canasta.
Once you have a meld in Jacks you can canasta anything u want, but you must have a canasta in Jacks in order to go out.
Jacks do not have to be in initial meld or first canasta but they must be in your meld before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ.
If you get a RED in JACKS you automatically win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE. JACK THE JOKER NT (NOT FOR DOUBLES)

JACK THE JOKER NT


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

JACKS NO OUT NT


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

JAMES BOND NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld and canasta anything, anytime but you must have a canasta of 7s or 10s to go out.
A red canasta in 7s, is an auto win. If you discard you lose the auto win and must complete the game.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE. JOKER SURPRISE NT (NOT FOR DOUBLES)

JOKER SURPRISE NT


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

KATE NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Meld and canasta anything any time.
If you make a canasta FIRST in K's THEN in 8's, you win the game automatically.
Your canasta's in K's THEN 8's MUST be in the same turn to qualify for the auto win.
If you discard or continue playing you lose the auto win and must complete the game.
If you canasta your K's, then something else, then your 8's this is not an auto win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T PICK UP THE PILE KING ME NT

KING ME NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but MUST have a meld in KINGS seen on table in order to Canasta.
Once you have a meld in Kings you can canasta anything u want, but you must have a canasta in kings in order to go out.
Kings do not have to be in initial meld or first canasta but they must be in your meld before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ.
If you get a RED in KINGS you automatically win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE. KINGS NO OUT NT

KINGS NO OUT NT


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

LOSERS CAN NT


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

LOSERS WIN NT


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

LOVE AND MARRIAGE NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game you can meld and canasta anything you want.
Game is played like REG NT but if you are the first person to canasta both KINGS and QUEENS in the same hand you automatically win.
If u want the win you MUST STOP ALL PLAY, if you DISCARD you LOSE the WIN.
NO TOUCHING THE PILE.
LOW CUT NT

LOW CUT NT


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

MAKIN BACON NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Oinkers are Js, Qs, Ks, and As.
You must have at least 1 of the Oinkers in your initial meld.
Once each team/player has melded all of the Oinkers to the table they can then make a canasta.
To go out you must have a canasta in at least 1 of the Oinkers.
A red canasta in any of the Oinkers is an automatic win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T PICK UP THE PILE
MUMMY'S CURSE NT (NOT FOR DOUBLES)

MUMMY'S CURSE NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game you must meld 7's, 8's and 9'S ONLY in your intial meld.
Next turn you may Meld 6's, 10's and A's in that order
The 6's, 10's and A's can be Melded in the same turn OR separate turns but they must be Melded One at a Time.
First 6's pause then 10's pause then A's.
You can use Wilds and Jokers in your Melds.
After that you can make your Canastas and Go Out.
You cannot Meld 4's, 5's, Jacks, Queens, Kings, or Black 3's they are Discards only.
REMEMBER: Don't touch the pile.
MYSTERY 369 NT (NOT FOR DOUBLES)

MYSTERY 369 NT


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

NATURALLY WILD NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
All cards melded must hit the table as a natural set.
Any meld you make must be a natural set of three or more with no wilds.
On your next turn, you can add wilds but ONLY to make canastas.
ONLY add wilds to make a Canasta, or you will be DQd.
No pairs with any wilds or you will be DQd.
REMEMBER: DON’T EVER TOUCH THE PILE.
NO 3 OF A KIND NT

NO 3 OF A KIND NT


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

NO N0 NT


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

NO TOUCH 2 CAN


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

OUTER LIMITS NT


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

PENTAGON NT


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

Pirates Going Topless NT


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

PYRAMIDS NT


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

QUEEN ME NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but MUST have a meld in QUEENS seen on table in order to Canasta.
Once you have a meld in Queens you can canasta anything u want, but you must have a canasta in Queens in order to go out.
Queens do not have to be in initial meld or first canasta but they must be in your meld before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ.
If you get a RED in QUEENS you automatically win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE.
QUEENS NO OUT NT

QUEENS NO OUT NT


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

REVERSE GROUPER NT


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

REVERSE SHRINKING VIOLETS NT


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

ROYAL CHASER NT


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

ROYALS RULE


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand = King Me
Meld anything but must meld Kings to the table before canastas and canasta Kings before going out
If you get a RED in KINGS you automatically win.

MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
2nd Hand = Queen Me
Meld anything but must meld Queens to the table before canastas and canasta Queens before going out.
If you get a RED in QUEENS you automatically win.

MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
3rd Hand = Jack Me
Meld anything but must meld Jacks to the table before canastas and canasta Jacks before going out.
If you get a RED in JACKS you automatically win.

MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
4th Hand = Ace Me
Meld anything but must meld Aces to the table before canastas and canasta Aces before going out.
If you get a RED in ACES you automatically win.

MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
5th Hand = Start over with King Me.
REMEMBER, DON’T TOUCH THE PILE
SEX ON THE BEACH NT

SEX ON THE BEACH NT


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

SEXY BINGO NT


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

SHOPPING TRIP NT


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

SHRINKING VIOLETS NT


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

SIMON SAYS NAME ME NT


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

ME rules


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything at any time, but MUST have a meld in THE CARD NAMED seen on table in order to Canasta.
Once you have a meld in THE CARD NAMED you can canasta anything u want, but you must have a canasta in THE CARD NAMED in order to go out.
THE CARD NAMED does not have to be in initial meld or first canasta but they must be in your meld before making canastas and one of your canastas if you go out.
If you fail to do either/or you DQ.
If you get a RED in THE CARD NAMED you automatically win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE.
SIMON SAYS THE JOKER NT (NOT FOR DOUBLES)

SIMON SAYS THE JOKER NT


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

SNOOKER NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld all four corners (4, 6, J, aces).
You may meld anything in your initial meld but you cannot make any canastas until you have melded all four corners.
If you get a RED CANASTA in 8s (sinking the 8 ball),it is an automatic win (CAN ONLY DO THIS IF YOU HAVE ALL FOUR CORNERS).
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
Similar to Corner Pockets but not the same.
REMEMBER: DON’T PICK UP THE PILE
SNOW WHITE CANASTA NT

SNOW WHITE CANASTA NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may use wilds and other cards in any of your initial melds.
1st Hand --- Snow White is the beauty queen of the land. Queens must be melded in theinitial meld.

2nd Hand--- The Wicked Witch Queen feeds Snow White a poisoned apple. A is for Apple. Aces must be in your initial meld.

3rd Hand--- The Prince is “king-to-be” in his land and must kiss Snow White to awaken her. Kings must be in your initial meld.

4th Hand--- Snow White and the Prince live happily ever after. Queens and Kings must be in your initial meld.

The 7 dwarfs are very, very important to Snow White and to this game.

A red canasta in 7's, made after your initial meld in any hand, wins the game.
Call the TD to the table to verify the win.
Hi-Ho! Hi-Ho! It’s off to play you go.

Remember:
1st hand QUEENS in initial meld.
2nd hand ACES in initial meld.
3rd hand KINGS in initial meld.
4th hand QUEENS AND KINGS in initial meld.
A RED in 7s after you have made your initial meld wins the game.
Repeat as needed.
That the pile is forbidden. The wicked queen has poisoned it.
SPIN THE BOTTLE NT

SPIN THE BOTTLE NT


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

STAIRCASE NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
5s, 6s, 8S, 9s, Jacks, & Queens are the only cards allowed to be melded.
All other cards are discards.
Once you meld the5s, 6s, 8S, 9s, Jacks, & Queens then you can make canasta(s).
No canastas until the Stairs are melded.
Wild cards can be used to make melds or canastas.
REMEMBER: DON’T EVER TOUCH THE PILE.
STREET CORNER HUSSY

STREET CORNER HUSSY


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Since Hussy likes Street Corners you have to meld at least 2 of the four corners (4,6,J,A) in initial meld.
Since Hussys will make you holler for Five dollars.
FIVES have to be melded to make canasta's.
To go out you must have a canasta in one of the four corners shutting that corner down.
REMEMBER: DON’T EVER TOUCH THE PILE.
SUPERMAN NT

SUPERMAN NT


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

SWEET RED CANASTA NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need 2 Canasta's to go out.
Meld any time. You get a RED canasta at anytime its a auto win .
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
Out any time.
REMEMBER: DON'T EVER TOUCH THE PILE.
SWEET SIXTEEN NT

SWEET SIXTEEN NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 6’s and 10’s melded before making ANY Canasta’s.
You may NOT pick up PILE.
You may meld ANYTHING at ANYTIME, but if you make a Canasta in 6’s AND 10’s in the same hand, yell “SWEET SIXTEEN”, and you automatically win the game.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE.
TIC TAC TOE NT

TIC TAC TOE NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
If you get three canastas in a row you win automatically.
Like: 456 - 567 - 678 - 789 - 8910 - 910J - 10JQ - JQK - QKA.
They have to be in ascending order so it doesn’t count if you do AKQ.
REMEMBER: DON’T PICK UP THE PILE
TOYS R US NT

TOYS R US NT


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

TURKEY BACON NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Oinkers are Js, Qs, Ks, and As.
You must have at least 1 of the Oinkers in your initial meld.
After your initial meld is seen on the table you may make RED canastas at any time with or without the rest of the oinkers.
Once each team/player has melded all of the Oinkers to the table they can then make BLACK canastas.
To go out you must have a canasta in at least 1 of the Oinkers.
A red canasta in any of the Oinkers is an automatic win.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T PICK UP THE PILE UP THE CREEK NT

UP THE CREEK NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything anytime but you must have 6, 9 and Jack melded on the table before you can make a canasta.
You cannot go out until you have a canasta in either 6, 9 or Jack.
If you canasta all three, 6, 9 and Jacks, your opponent is up the creek and you win automatically.
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T PICK UP THE PILE V NT (NOT FOR DOUBLES)

V NT


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

WALMART NT


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

WHATEVER NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your first canasta must be ODD (5 7 9 J K).
Your second canasta must be EVEN (4 6 8 10 Q A).
Your third canasta must be ODD and your fourth EVEN ect.
REMEMBER: DON’T PICK UP THE PILE WILDLESS INTRIGUE NT (NOT FOR DOUBLES)

WILDLESS INTRIGUE NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In the first 3 hands you may not use wilds.
Throw all wilds away in the first 3 hands.
4th hand and after all meld must be natural(kkk, 444 etc) but you may use wilds as normal after that and to make canastas.
2 RED CANASTA IN ANY HAND IS AN AUTO WIN
MUST STOP ALL PLAY, if you DISCARD YOU LOSE the WIN.
REMEMBER: DON’T EVER TOUCH THE PILE. WOODEN SOLDIERS NT

WOODEN SOLDIERS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your initial meld must contain Aces, Kings OR Jacks.
You may meld anything else but DO NOT CANASTA until you have your (A,K,J) melded.
You must have a canasta in Aces, Kings or Jacks to go out.
REMEMBER: Don't touch the pile. WORKING HAND 9 TO 5 NT

WORKING HAND 9 TO 5 NT


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

YO - YO SHRINKING VIOLETS NT


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game your Meld will go Up and Down.
You can use OTHER cards and WILDS to make your Initial Melds.
First Hand: NO 4s may be Melded.
Second Hand: NO 4s and Aces may be Melded.
Third Hand: NO 4s, 5s and Aces may be Melded.
Fourth Hand: NO 4s, 5s, Kings and Aces may be Melded.
Fifth Hand: NO 4s, 5s, 6s,Kings and Aces may be Melded.
Sixth Hand: NO 4s, 5s, 6s, Queens, Kings and Aces may be Melded.
Seventh Hand: NO 4s, 5s, 6s, 7s, Queens, Kings and Aces may be Melded.
Eighth Hand: NO 4s, 5s, 6s, 7s, Jacks, Queens, Kings and Aces may be Melded.
Ninth Hand: NO 4s, 5s, 6s, 7s, 8s, Jacks, Queens, Kings and Aces may be Melded.
Tenth Hand: NO 4s, 5s, 6s, 7s, 8s, 10s, Jacks, Queens, Kings and Aces may be Melded.
Eleventh Hand: NO 4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, Kings and Aces may be Melded.
If you need more hands then you Start back at No 4s.
REMEMBER: Don't touch the pile.

Edited by: Myra, DJ, Danger

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