Nasta Outlaws
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GAME DEFINITIONS
*PU* = PICKUP GAMES
*NO PU* = NO PICK UP GAMES
SUGGESTED GAME TIMES (TD'S SET THE TIME)
1 CANASTA OUT = 30 MIN GAME TIME
2 CANASTA OUT = 45 MIN GAME TIME
DOUBLES =45 MIN GAME TIME
INITIAL MELD
THE REQUIRED CARDS MUST BE INCLUDED IN YOUR FIRST MELD/CANASTA. THEY MUST ALL
HIT THE TABLE
AT THE SAME TIME. THIS MEANS THE REQUIRED CARDS AND ANYTHING ELSE YOU ARE ALLOWED TO
MELD.
PLEASE READ THE RULES CAREFULLY TO ENSURE YOU UNDERSTAND THE MELDING PROCESS. SOME
GAMES
RESTRICT ANY OTHER CARDS BEING MELDED EXCEPT THE REQUIRED CARDS AND WILDS.
ACES NO TOUCH CUTTY
(Table 2/2/1)*NO PU* Players must meld with Ace's in
their initial meld of each hand, you may go out at any time.© {Time}
ACE/CUT
(Table 2/2/1)*PU* Ace's must be with your first meld. ©
{Time}
ACES/REG
(Table 2/2/2)*PU* Ace's must be with your first meld. ©
{Time}
ADULTERY
(Table 2/2/1)*NO PU* in this game you may only meld 5's 6's 7's 9's K's and A's.
All other cards are discard only. First make the
frame of the A with 6 , 7 and A, all at once and nothing else wilds may be used.
Then make the middle by melding 5, PAUSE, then 9,
PAUSE, then Kings. Once you have all your melds you may canasta and go out. IF YOU
GET A RED CANASTA IN 9'S IT IS AN AUTO WIN, stop
play and invite the TD to cancel. © {Time}
AK-47
(Tables set for 2/2/1 RATED/PRIVATE) In this tourney, you MUST have TWO of the
following cards 4s, 7s, Ks, As in your 1st meld each
hand. You do NOT need all 4. You ONLY NEED ANY 2. You may use WILDS and other cards.
1 canasta to go out. NO TOUCHING THE PILE You
have 45 MINUTES to play. © {Time}
ALL FOR YOU
(Tables set for 2/2/1 RATED/PRIVATE)NO TOUCHING THE PILE.. You must have U (4, 5, 6,
10, Q, K, A) complete BEFORE you make any
NASTA'S..In this game you CANNOT meld 7's, 8's or 9's or J's EVER. Use them as
discards only One canasta to go out. © {Time}
SLEEZY BIATCH
(Tables 2/2/1)*NO PU* You can not touch the discard pile, you need QUEENS MELDED
BEFORE GOING OUT.If either player gets a red canasta
in QUEENS ( THE BIATCH ) they get an automatic win and game will be cancelled. If
you get a red canasta STOP ALL PLAY AND NOTIFY THE
TD. If you discard you lose the auto win and must complete the game. © {Time}
BIG BAD WOLF
(Tables 2/2/2)*PU* No one can meld until someone has
taken the pile thus becoming the BIG BAD WOLF. The wolf is the only one who
can pick up the pile during that hand but can only make red canasta's. The
other player can make red or black but cannot touch the pile. © {Time}
BINGO
(Table 2/2/2)*PU* You must have 3 in a row (vertically, horizontally or
diagonally) before you make any canasta's. Example: 4, 5, 6 or 4, 8, Q, ETC.
If you make a Canasta before you have your 3 in a row you will be DQ'd. No
canasta's until you have your 3 in a row. Also when u get your BINGO please
type in room for td and opp to see "BINGO".© {Time}
BLACK HOLE
(Table 2/2/2)*PU* You cannot use black 3's until you are going out
and then you have to meld them... black 3's can NEVER be discarded. So hold
on to those black 3's. NO RED CANASTAS....only black canastas in this game. © {Time}
BLACK JACK
(Table 2/2/2)*PU* BLACKJACK EQUALS 21. Your canasta's must equal
21. If you put up Aces as your first canasta, any additional canastas you
put up MUST equal 21. Anything other than 21 and you lose. You must have 21
or BLACKJACK to go out. NO MORE...NO LESS! In Las Vegas if you go over 21
you "BUST". Same thing here. If your canastas total OVER 21, you LOSE and
the game is called. HINTS: ACES score as 1(one) OR 11(eleven) in BLACKJACK. © {Time}
BLACK WIDOW
(Table 2/2/2)*PU* You can only make black canastas and you may
only discard black cards. If you make a red canasta or throw a red discard
(INCLUDING RED 2'S) you will be DQ'd. JOKERS are neutral. HINT: meld all
your red cards and save your black ones for discards. © {Time}
BLEEDING HEARTS
(Table 2/2/1)*PU* You can not take the discard pile if a heart is thrown, everything
else is regular cutty. As a courtesy please
state in game room what suit you are picking up (this is to make sure its not a
heart). © {Time}
BOOK ENDS
(Table 2/2/2)*PU* You have to meld 4's and Ace's FIRST (do not canasta them!)
LIKE BOOKENDS! You CAN'T meld or canasta any other cards until you have 4's and
Ace's melded first. You may meld your 4's and Ace's seperately or you may meld
them at the same time BUT no other cards may be melded until your next turn.
ONCE YOU HAVE MELDED 4'S AND A'S YOU MAY CANASTA THEM AND GO OUT IF YOU WISH. ©
{Time}
BOWLING FOR CANASTAS
(Table 2/2/2)*PU* This is regular canasta with 1 special rule.
You must have EITHER a canasta in 7’s and an open meld in 10’s, or an open meld
in 7’s and a canasta in 10’s to go out. You cannot canasta both 7’s and 10’s,
you may only canasta one or the other. HINT: Open meld does not mean initial meld,
it simply means you must have that set melded on your board without it being a
canasta.
You may meld at any time, but remember unless you have the 7-10 split…you cannot go
out! © {Time}
BOWTIE
(Tables set for 2/2/1 RATED/PRIVATE) *NPU* Melds consist of 4,5,6 9, Q, K and A. All
other cards are discards. No canastas till all
melds are made. NO TOUCHING THE PILE. You have 45 MINUTES to play © {Time}
BROKEN MIRROR
(Table 2/2/2)*PU* You cant meld what your opponent has already
melded on the table NOR can you make a canasta of it. For example: if
your opp has aces you may not meld them, but once they have made a canasta
of them you may meld them at that time. © {Time}
BROKEN MIRROR 2
(Table 2/2/1)*NO PU* You cannot meld anything that your opp has melded on the board
(if they have 7's melded then you cannot meld
7's.) YOU CAN MAKE A CANASTA OF 7'S , BUT ONLY IF THEY GO RIGHT TO A NASTA AND NEVER
TOUCH THE MELD BOARD. Soon as your opp has
canasta'd his melds then you can place them on your board. © {Time}
BUNJI JUMP
(Table 2/2/1)*NO PU* This game is a combination of Mountain Top (8,
9, 10, J, Q, K, A ONLY) and Ocean Floor (3, 4, 5, 6, 7, A ONLY). You can
meld black 3's when going out only in Ocean Floor. In alternating hands
starting with MOUNTAIN TOP first, host of the table should type at the start
of each hand whether the hand is MOUNTAIN TOP or OCEAN FLOOR. PLEASE REFER
TO TOURNEY RULES PAGE FOR EXTENDED RULES ON EACH GAME. © {Time}
BUSCH NPU
(Table 2/2/1)*NO PU* Must have "9"'s and "7"'s melded before you can
go out. You can make as many nastas as you want, you just can't go out
unless you have "9"'s and "7"'s melded. © {Time}
CHECKERBOARD
(Table 2/2/2)*PU* Your canasta's go up just like a Checkerboard.
They alternate red first then black or black first then red. Keep them
in a checkerboard pattern. © {Time}
CHOAS
(Table 2/2/1)*PU and NPU* Games change by round not by hand, Round 1
is MOUNTAIN TOP:(one nasta out, no pile) Round 2 is OCEAN FLOOR: (one nasta
out, no pile) Round 3 is RED ROSE:(one red nasta out, no pile) Round 4 is
ONE RED NASTA: (one Red Nasta Out, pile ok) PLEASE REFER TO TOURNEY RULES
PAGE FOR EXENDTED RULES ON EACH GAME. © {Time}
CODE RED
(Table 2/2/1)*PU*No freezing the pile and you can only pick the pile
up if you have a red canasta already. You can go out anytime and make as
many black canastas as you want. © {Time}
CORNER POCKETS
(Table 2/2/2)*No PU*You may meld anything in your initial meld, but you can NOT make
any canastas until you have melded all 4 corners
(4's,6's,J's and A's). If you get a RED CANASTA in "8s" (sinking the 8 ball) it is
an automatic win, but you may only do this after
getting your 4 corners down. © {Time}
CRADDLE SNATCH
(Tables set for 2/2/2 RATED/PRIVATE) 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 JACKS and QUEENS and one of them is a RED
canasta you automatically win and game will be
cancelled. NO TOUCHING THE PILE! If you want the win you MUST STOP ALL PLAY, if you
DISCARD you LOSE the WIN You have 45 MINUTES to
play © {Time}
CRAZY EIGHT'S
(Table 2/2/2)*PU* You can not pick up the pile if an 8 is
thrown. All 8's are treated as black 3's and just like black 3's the 8's can
not be melded until you are going out and then they must be the last cards
you lay down. You can go out with or without a discard. © {Time}
CROSSWALK
(Table 2/2/2)*NO PU* You may only meld 4s 7s 8s 9s 10s and queens in this game. All
other cards are discards only. Once you have all
your Cross cards melded you may canasta and go out. © {Time}
CUPID'S ARROW
(Table 2/2/1)*PU* Aces must be with your first meld of each
hand. A red canasta in aces is an arrow through cupids heart, which is an
automatic win. If you get a red canasta IN ACES STOP ALL PLAY,NOTIFY THE TD. If you
discard you lose the auto win and must complete the game..© {Time}
CUPCAKE
(Table 2/2/2)*NO PU* You must meld 6, 10, A for the cakebase, all at once, and then
PAUSE. Next lets frost it, melding 5, 9, K, in
any order one at a time or all at once, and then PAUSE. Lastly top it off with a
cherry using 8's. When you have your cuppycake
baked you may canasta and go out. All other cards are discards.© {Time}
CURSED PYRAMID
(Table 2/2/2)*NO PU* This game is a combination of MUMMYS CURSE (7,8,9,A,10,6 ONLY)
and TRIANGLE(A,10,6,9,8,7 ONLY). Alternating
hands starting with mummys curse first, host of the table should type at the start
of each hand whether the hand is mummys curse or
triangle. PLEASE POST THE GAME AT THE BEGINNING OF EACH ROUND. © {Time}
CURSE THE RED 3'S
(Table 2/2/2 UNRATED)*NO PU* Game is No/No (no picking up the pile
and no going out) but the TD subtracts, from your final score, 100 points
for each red 3 (800 points if you get all 4 red 3's in one hand) you draw
during the game. Whoever has the most points after the 3's are subtracted
will advance to the next round. © {Time}
CUTTY
(Table 2/2/1)*PU* You may pick up the pile and you need one canasta to go out. ©
{Time}
DALE EARNHART CUTTY
(Table 2/2/1)*PU* Kings must be in your initial meld. You may pick up the pile to
meld only if Kings are melded at the same time. © {Time}
DAMNATION
(Table 2/2/1) *PU* 1ST HAND initial meld must include 4"s, 2ND must include 5"s, 3RD
must include 6"s etc. You may pick up the pile
as long as the meld card is included in the initial meld. **ONLY A RED CANASTA IN
THE STEP/MELD CARD IS AN AUTO WIN. If you get a
step/meld card red canasta STOP ALL PLAY,NOTIFY THE TD. If you discard you lose the
auto win and must complete the game. HOST PLEASE POST EACH STEP NUMBER
© {Time}
DON'T GET SET
(Table 2/2/2)*PU* You must meld directly to a canasta. When you
pick up the discard pile, it also must go directly to a canasta without
touching your board. You can only meld on your board when you are ready to
go out, and only after all possible canastas have been made. Once you meld
all your non-canasta cards on your board, you must go out on that turn. © {Time}
DOUBLE DRAGON
(Table 2/2/2)*PU* In this game if you make a red canasta you must
make another red to go out. If you make a black you must make another black
to go out if you make a red and a black you must have another red and
another black to go out. So for every color canasta you must have another
like it. Example:(R,R..B,B...R,B,B,R...R,R,B,B...R,R,R,R...B,B,B,B). © {Time}
DOWN YOUR PANTS
(Table 2/2/2)*PU* Initial meld must contain A's. If unable to meld A's you can't
meld any cards and you must meld that same card in the next hand. Once you meld
A's you advance to K, Q's etc. You can't advance to the next meld until you
complete the current
meld. Your opp may be on a different meld than you. Each Initial Meld MUST CONTAIN
the correct meld card. You may pick up the pile
as long as you have the correct card melded or included in the meld. © {Time}
EVIL NO NO
(Table 2/2/2)*NO PU*/*PU* No going out. If you get 3 red 3's, you may
then pick up the pile, but if you get the 4th red 3, it goes back to regular
NONO. You can no longer pick-up the pile.© {Time}
EVIL NO TOUCH CUTTY
(Table 2/2/1)*NO PU*/*PU* If you get 3 red 3's, you may then
pick up the pile, but if you get the 4th red 3, it goes back to regular NTC. You can
no longer pick-up the pile. © {Time}
EVIL ROLLER COASTER
(Table 2/2/1)*NPU/PU* These hands are up and down. They alternate between NONO (No
touching the pile and No going out) and NTC (1
Nasta Out, No Touching Pile) First hand is NONO. Second hand is NTC. Third hand
NONO, and so forth...If you get 3 red 3's, you may then pick up the
pile, but if you get the 4th red 3, it goes back to regular NONO or NTC. IT
IS NOT THE TD'S JOB TO ANNOUNCE EACH HAND.© {Time}
FIFTY/NINETY
(Table 2/2/2)*PU* You can NOT use any wilds on the 50 or 90 meld
but you can on the 120 meld. If a wild is used on the 50 or 90 meld you will
be DQ'ed. © {Time}
FIND THE RED 3'S
(Table 2/2/2)*NO PU* You can make canastas at any time but you
may not go out until all red 3's are on board. in the discard pile does not
count as being on board. © {Time}
FIREBALL NO TOUCH CUTTY
(Table 2/2/1)*NO PU* If either player gets a red canasta of any
sort they get an automatic win and game will be cancelled. If
you get a red canasta STOP ALL PLAY,NOTIFY THE TD. If you
discard you lose the auto win and must complete the game. © {Time}
FIRST NASTA
(Table 2/2/2)*PU* Your first play must be a canasta right from
your hand. At no time can any cards hit the meld board before you have your first
canasta. After you have made your first canasta you may meld whatever
you want on the meld table. Pile is up for grabs after you make your first
canasta. © {Time}
FOUR OR MORE
(Table 2/2/2)*NO PU* In this tourney all melds must be 4 cards or more, inculding
wilds. Melding 3 of a kind alone is a DQ. Cards may go straight to a canasta if you
want.. © {Time}
FROSTBITE
(Table 2/2/2)*PU* The first person who melds is the only one that
may freeze the pile (and will type FROSTBITE when you meld), you BOTH may
pick up the pile and go out anytime. © {Time}
GIN
(Table 2/2/2)*PU* You may not meld unless you are going out. However, you
may make canastas straight from your hand. To pick up the pile, you must be
able to make a canasta using the top card of the discard pile immediately. © {Time}
GORDON CUTTY
(Table 2/2/1)*PU* Must have "2"s and "4"'s melded before you
go out. You do not have to meld them together & you can make as many
nastas as you want, you just can't go out unless you have 2's melded with
4's. © {Time}
GRAND SLAM DUNK
(Table 2/2/1)*PU* You cannot meld anything in this one until
you can go out. You cannot pick up the pile unless you can go out. This
means if you pick up the pile you must play everything in your hand and in
the pile and go out that turn. © {Time}
GUNS AND ROSES
(Table 2/2/1)*NPU* In this game you may only meld 4's 8's 9's 10's J's and Q's. All
other cards are discard only. You may not make any canasta's until your melds are
complete. If you make all your melds and canasta and you have the 4 red threes ( the
roses ) you get auto win and game is stopped. STOP ALL PLAY,NOTIFY THE TD. If you
discard you lose the auto win and must complete the game. © {Time}
HEARTS
(Table 2/2/2)*PU* You may not take the discard pile if a heart is
thrown. As a courtesy please state in game room what suit you are picking up (this
is to make sure its not a heart), otherwise it is
played like regular canasta. © {Time}
HERE'S A TISSUE
(Table 2/2/1)*NO PU* This game is played as NTC with a twist. The FIRST person to
meld chooses 1 card in their original meld for their opponent to need in their first
meld. IE - first player melds 444 - 555 - 666 ... they then type which one of those
3 sets their opponent needs in order to meld. This is done each hand. © {Time}
HIDE THE WILDS
(Table 2/2/2)*PU* No wilds may hit the meld board EVER! They
have to go right to a canasta and you may not freeze the pile!. © {Time}
HIDE THE WEE-KNEE
(Tables 2/2/1)*NO PU* You can not touch the discard pile, YOU CAN ONLY MELD
3,4,,5,6,J,Q,K AND A. (7, 8, 9 AND 10s ARE DISCARD ONLY)
YOU CAN CANASTA AND GO OUT AT ANY TIME. © {Time}
HOT 666's
(Table 2/2/1)*PU* No touching the pile if a 6 is thrown, no
freezing the pile...you must have 6's melded before going out...everything
else is played like cutty.© {Time}
HOT HOT HOT
THIS IS WHAT YOU WILL PUT ON YOUR RULES PAGE FOR THIS TOURNEY BELOW
YOU WILL FIND THE RULES FOR THE H O T
THAT YOU WILL NEED FOR EACH ROUND TO SCROLL AT TABLES
HOT HOT HOT *NPU* (Tables set for 2/2/1 RATED/PRIVATE)1st rounds is h. Meld 4,5,6,
9, , K AND A. All other cards are discards. {Time}
Canasta any time, but all melds required before out.
HOT HOT HOT *NPU* (Tables set for 2/2/1 RATED/PRIVATE )2nd rounds is O. Meld
4,5,7,10,Q and K. All other cards are discards. {Time}
Canasta any time, but all melds required before out.
HOT HOT HOT *NPU* (Tables set for 2/2/1 RATED/PRIVATE )3rd rounds is t. Meld
4,7,8,9,10 and Q. All other cards are discards. {Time}
Canasta any time, but all melds required before out. © {Time}
IN ORDER CANASTA
(Table 2/2/2)*PU*All your canasta's must be in order
from smallest to largest or largest to smallest (EXAMPLE if you make a
canasta in 4's your next must be 5 or higher. If you canasta Ace
your next must be K or lower. © {Time}
JACKED UP
(Table 2/2/1)*NO PU* You may only meld 5, 6 , 10, J, Q, K AND A. All other cards
are discards only. Canasta may be made at any time.
MUST have all melds making a J to go out.With a twist get a red Canasta in Jacks
for an auto win,STOP PLAY AND INVITE THE TD © {Time}
JACKS OR BETTER
(Table 2/2/2)*PU* You must meld the start of each hand with
"Jacks or Better" J,Q.K or A. Failure to meld Jacks or better with your
first meld will result in being DQ'd. You can only pick-up the pile if you
are melding jacks or better. Once you have jacks or better melded then you
may pickup at anytime. © {Time}
JACKS AND JOKERS
(Table 2/2/2)*PU* You must have a Joker AND Jacks in your
initial meld. You do not have to meld the Joker with Jacks, just at the same
time you meld Jacks (ex. JJJ 66Joker) If nothing is melded and you want to
pick up pile you may, as long as a Joker AND your Jacks hit the table at
same time. © {Time}
JACKSON 5
(Tables2/2/1) NO PU You must have Jacks and 5s in your initial meld. After you have
your initial meld down, you may canasta and go
out. (IF YOU GET A RED CANASTA IN J OR 5s IT IS AN AUTO WIN. STOP ALL PLAY AND
NOTIFY THE TD, IF YOU CONTINUE PLAYING, YOU MUST FINISH THE GAME) © {Time}
JUMPING THE FENCE
(Tables2/2/1) You can only meld 4 , 5 , 6 , 7 , Q, K and A. All other cards are
discards. No canastas to be made until you have finished jumping the fence. If you
get a red canasta on either side of the fence ( 6 or A) STOP PLAY and you recieve
an auto win, but you must have all required melds down first. You have 45 mins to
play © {Time}
KINKY CANASTA
(Table 2/2/2)*NPU* You must have both 6's and 9's melded to make a canasta**If you
canasta 6s and 9s and have a red in either you have an auto win as a bonus** PLEASE
INVITE TD TO CANCEL THE GAME © {Time}
K-9
(Table 2/2/1)*NO PU* You must have "K"'s and "9"'s melded before you can go out. You
can make as many nastas as you want, you just can't go out unless you have
"K"'s and "9"'s melded. © {Time}
LADY'S FIRST
(Table 2/2/2)*PU* Queens must be included in your initial melds.
You can use wilds and you can pick up the pile as long Queens are
included in your meld. © {Time}
LIL E CUTTY
(Table 2/2/1)*PU* Must have "8" melded before you can go out. Red
canasta in "8" is an automatic win. If you get a red canasta STOP ALL
PLAY,NOTIFY THE TD. If you discard you lose the auto win and must complete the
game. © {Time}
LIL RED RIDING HOOD
(Table 2/2/2) *No PU* First we go over the mountains, Initial meld must be 6,8,A
(and wilds if necessary) ALL AT ONCE AND NOTHING
ELSE. Then we go through the woods, now meld 7,10,9 seperately and in this order
(and wilds if necessary). Once all melds are done
you may canasta and go out. Watch out if you get all red 3's the Big Bad Wolf eats
you and you DQ. You can only canasta
6,7,8,9,10,A the rest are discards. © {Time}
LOSERS
(Table 2/2/2 UNRATED)*PU* You play to lose. The person with the Lowest
score Wins. Anything goes in this tourney just try to do your worst. The
first one to -5000 wins. (HINT: most dont meld or take the pile but you can
if you want) © {Time}
LOSERS CHOICE
(Table 2/2/1)*PU or NPU* The inviter chooses first hand then
next hand the player with the lowest score gets to pick the game. Tables are
made 2/2/1 in case a cut game is chosen and if a game requires 2 canastas
then u need 2 canasta or you will be DQ'd. © {Time}
MADNESS
(Table 2/2/2 or 2/2/1 depending on game)*PU or NPU* Games change by
round not by hand, Round 1 is CUTTY: (one nasta out, pile ok) Round 2 is
REGULAR: (two nasta's out, pile ok) Round 3 is NONO: (no out, no pile) Round
4 is NTC: (one nasta, no pile). © {Time}
MARK MARTIN CUTTY
(Table 2/2/1)*PU* Must have "6's" melded before you can go
out. Red canasta in "6" is an automatic win. Game is cancelled or you may
choose to play it out for the points, your choice, but if you play it out
and lose, you lose game. If u want the win you MUST STOP ALL PLAY, if u
DISCARD u LOSE the WIN. © {Time}
MEDIEVAL CASTLE
(Table 2/2/2)*PU* You may make as MANY nastas (black or red)
as you want. BUT..you can NOT go out unless you have canastas in BOTH
***KINGS & QUEENS***. © {Time}
MEET YOU AT THE ALTER
(Table 2/2/2)*NO PU* 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 and one of them is a RED canasta you
automatically win and game will be cancelled. ALL PLAY
MUST BE STOPPED AND TD INVITED TO TABLE TO CONFIRM. NO TOUCHING THE PILE! You have
45 MINUTES to play © {Time}
MERRY GO ROUND
(Table 2/2/1)*PU or NPU* First hand is NTC. Second hand is
td's choice. Third hand is NTC. And so on. The td will have a list of games
that could be played during that tourney on their rules page. Remember the
game decided upon by the TD will be played throughout the tourney. © {Time}
MONOPOLY
(Table 2/2/2)*PU* You must meld everything to be able to go out--4's through A's--
other than that regular play. © {Time}
MOUNTAIN TOP
(Table 2/2/1)*NO PU* You can only meld and canasta 8,9,10,J,Q,K
and A's...All cards 3 - 7 are discards. © {Time}
MUMMYS CURSE
(Table 2,2,2) *NO PU* Initial meld must have 7,8,9 (and wilds if
necessary) ALL AT ONCE AND NOTHING ELSE. Next meld Aces's wait a sec then 10's,
wait a sec then 6's (not necessarily in same turn). They MUST BE MELDED IN THIS
ORDER. Now you may canasta wait a sec , canasta again wait a sec. YOU CANNOT
CANASTA ANYTHING UNTIL YOU FINISH ALL YOUR MELDS. You can only canasta
7,8,9,A,10,6 the rest are discards. © {Time}
MUSICAL CHAIRS NTC
(Table 2/2/1 UNRATED)*NO PU* In this game after each hand you and your opponent
change seats. Who will end up in the winning seat..?? Will it be you..?? © {Time}
MYSTERY FIREBALL
(Table 2/2/1)*NO PU* You must have top card of discard pile melded before going out.
IF EITHER PLAYER GETS A RED CANASTA IN THE TOP
CARD they get an automatic win and game will be cancelled. YOU MUST STOP ALL
PLAY,NOTIFY THE TD. If you discard you lose the auto
win and must complete the game. If the top card is a black three then it is regular
NTC that hand. The inviter will type top card in
the room each hand. © {Time}
MYSTERY NTC
(Table 2/2/1)*NO PU* You must have top card of discard pile melded before going out.
If the top card is a black three then it is regular NTC that hand. The inviter will
type top card in the room each hand. © {Time}
MYSTICAL KNIGHTMARES
(Table 2/2/1)*PU or NPU* Every "HAND" is a different game ACCORDING to top card
showing in discard pile!! A&6 = CUTTY...7&Q = NTC...3&K = NONO...4&9 = NO ACES/NO
OUT...5&10 = RED ROSE... 8&J= CRAZY 8's
Host please post each as it is not td's responsibilty. © {Time}
NAKED CANASTA
(TABLE 2/2/2 )* PU* You MUST meld everything in your hand as soon as you are able
(you do NOT have to use wilds). You CANNOT discard anything that you have melded or
have a canasta in. You will be given one warning for not melding your cards after
that you will be DQ'd. YOU MAY NOT PU THE PILE ON THAT DISCARD AFTER YOUR WARNING.
You can NOT Freeze the pile (a black 3 does not freeze the pile).
Kibitz must be ON for this game. © {Time}
NAKED CANASTA NPU
(TABLE 2/2/2 )* PU* You MUST meld everything in your hand as soon as you are able
(you do NOT have to use wilds). You CANNOT discard
anything that you have melded or have a canasta in. You will be given one warning
for not melding your cards after that you will be
DQ'd. YOU MAY NOT PU THE PILE ON THAT DISCARD AFTER YOUR WARNING. You can NOT Freeze
the pile (a black 3 does not freeze the pile).
Kibitz must be ON for this game. © {Time}
NATURAL ACES
(Table 2/2/2)*PU* You must meld aces naturally (((NO WILDS))) In initial of meld
each hand u can meld other cards as long as thier are no wilds with the aces. ©
{Time}
NATURAL MELD
(Table 2/2/1)*NO PU* You can not use wilds in your initial meld on the board. Other
than that played as regular NTC. © {Time}
NAUGHTY RED 3'S
(Table 2/2/1)*NO PU* This game is NTC (no touching the discard pile) with a twist...
If you get all 4 of the red 3's - you are dq'd - game is cancelled & you lose. ©
{Time}
NO ACES NO OUT
(Table 2/2/2)*PU* Must have at least 1 card in your hand at
anytime. HITTING "No Discards" IS ALLOWED... You can pick up the pile at anytime
(other than when an ace is thrown) You cannot meld or canasta ACES ever. © {Time}
NO FREEZE CUTTY
(Table 2/2/1)*PU* You can not use wild cards to freeze the discard pile, but black
3's are ok. © {Time}
NO FREEZE REGULAR
(Table 2/2/2)*PU* You can not use wild cards to freeze the discard pile, but black
3's are ok. © {Time}
NO MEN ALLOWED
(Table 2/2/1)*NO PU* In this game you cannot Meld or Canasta Jacks or Kings.
Otherwise it is played as NTC. © {Time}
NO WOMEN ALLOWED
(Table 2/2/1)*NO PU* In this game you cannot Meld or Canasta QUEENS or ACES.
Otherwise it is played as NTC. © {Time}
NO/NO
(Table 2/2/2)*NO PU* No going out. Always keep one card in your hand. Using the NO
DISCARD option is allowed. © {Time}
NO TOUCH CUTTY
(Table 2/2/1)*NO PU* You can not touch the discard pile, you need ONE canasta to go
out. © {Time}
NO TOUCH CUTTY MAYHEM
(Table 2/2/1)*NO PU* The first hand you must have 5's with initial meld. Second hand
you must have 6's or 9's melded before you go
out. Third hand must contain A's with the initial meld . Forth hand is normal NTC.
After 4th hand you start rotation over again. © {Time}
NO TOUCH HI-LOW
(Table 2/2/2)*NO PU* If you are the first person to draw a
card, and the top card is black, you may only meld or canasta anything
between 4's and 8's. If the top card is red, then you can only meld or
canasta anything between 9's and K's. The other player MUST meld or canasta
the opposite. Aces CANNOT be melded by either player. © {Time}
NO TOUCH REGULAR
(Table 2/2/2)*NO PU* You can not touch the discard pile, you
need 2 canasta's to go out. © {Time}
NO OUT REG
(Table 2/2/2)*PU* You can not go out the entire game. Using the NO
DISCARD option is allowed. © {Time}
NO/NO-SUICIDE
(Table 2/2/2)*NO PU* No going out. If you get all the red 3's you are dq'ed. ©
{Time}
NO ROYALTY
(Table 2/2/1)*NO PU* You need ONE canasta to go out, but here is the
catch, you can not meld or canasta KINGS, QUEENS or JACKS. © {Time}
NUTZ AND BOLTZ
(Table 2/2/2)*PU* All Canasta's must be odd or even depending on your first
canasta and each subsequent canasta must be higher than the last. You can meld
anything but may only canasta odd or even. Aces can be melded or canasta'd but
only when going out. Both players may canasta the same sequence. © {Time}
OCEAN FLOOR
(Table 2/2/1)*NO PU* In this game you can only meld and canasta 4,
5, 6, 7 and Aces...you may also meld black 3's if you go out. All cards from
8 through to kings are discards only. © {Time}
ODD'S 'N' EVEN'S
(Table 2/2/2)*PU* Red seats make Odd Canastas (5,7,9, Jacks
and Kings.) Blue seats make Even Canastas (4,6,8,10, Queens.) Aces go to the
first person to meld them. You may meld anything but only canasta your seat color.
© {Time}
ONE BETTER
(Table 2/2/2 or 2/2/1)*PU* TD will decide weather setting is 1 out
or 2. If a canasta is made then the next canasta must be at least 1 better.
So if 4's are canasted next canasta must be 5 or better. If Aces are
canasted no further canastas can be made. © {Time}
ONE RED CANASTA
(Table 2/2/1)*PU* This game you need at least one red canasta
to go out. You can make as many black as you wish but cannot go out without
one red canasta. © {Time}
PLUCK THE DUCK
(Tables 2/2/2) *NPU* In this game you can only meld 4s, 8s, 9s, 10s, Ks, and Aces.
All other cards are discards. You can canasta anytime but you CANNOT go out until
you have the duck melded. © {Time}
POPCICLE
(Table 2/2/2)*PU* YOU CAN NOT Touch The Pile Unless It Is Frozen. A
wild or a 2 freezes the pile, a black 3 does not. A red 3 at the beginning
of a game freezes the pile. So the idea in this game is to keep throwing
away all your discards because no one can pick up the pile until it is
frozen. Once someone freezes it, you may then pick up the pile as in regular
canasta. © {Time}
POT LUCK
(Table 2/2/1 or 2/2/2)*PU or NPU* You will not know what game you are playing until
you are at the table. The inviter will then pick a number 1-7 and the TD will then
tell you what game is assigned to that number. The 7 games will be selected by td
running tourney and can be found under rules. © {Time}
PROGRESSIVE NASTA
(Table 2/2/1)*PU* In 1st Round you cannot go out. In
2nd Round 1 canasta to go out. In 3rd Round 2 canastas to go out. In 4th Round 3
canastas to go out. In 5th Round 4 canastas to go out. In 6th Round 5 canastas to go
out. In 7th or higher rounds anything goes. © {Time}
QUICKSAND
(Table 2/2/1 UNRATED)*PU* IF you get a red 3 you can't make any canasta's, and
therefore you can't go out, all you can do is meld.(This game is only to be played
as a 1 or 2 hander). © {Time}
READY SET GO
(Table 2/2/1)*PU* Cutty with a 20 minute timer. Only 5 min. on MIA's. You have 30
seconds to pick a card when it is your turn. SLOW PLAY GETS GET 1 WARNING, SECOND
TIME IS A DQ. © {Time}
RED/BLACK
(Table 2/2/2)*PU* In this game you need one red and one black
canasta before going out. You cannot make any other canastas until you have at least
one red and one black. Order of canastas made do not matter. After the initial red
and black you can make any amount of red or black canastas as you wish. © {Time}
RED ROCKER
(Table 2/2/1)*PU* This game is played as regular cut singles BUT you can only go out
if you have ONLY ONE red 3. If you get none, 2, 3 or all 4 of the red 3's you can
not go out. (HINT: As soon as you only have only one red 3 you wanna go out because
if you draw another red 3 you can't go out). © {Time}
RED ROSE
(Table 2/2/1)*NO PU* Must have 1 RED canasta to go out. You may make as many blacks
as u like. Placing wilds on a Red canasta WILL turn it black, and you WILL NOT be
able to go out. © {Time}
REGULAR NASTA
(Tables set 2/2/2)*PU* You need two canastas to go out. © {Time}
ROLLER COASTER
(Table 2/2/1)*NO PU* This game alternates between NONO (No
touching the pile and No going out) and NTC (1 Nasta Out, No Touching Pile) First
hand is NONO. It is NOT THE TD's Job to announce each hand, read rules carefully and
post hands yourself if you like. © {Time}
ROYAL COURT
(Table 2/2/2)*PU* The first canasta's has to be either King's or Queen's. The first
player to canasta Kings/Queens forces the other player to canasta the opposite.. You
can't make a canasta in both King's and Queen's. © {Time}
ROYAL PAIN
(Table 2/2/2)*NO PU* First meld must include J's, Q's or K's . No canastas can be
made until you have melded all the 3 royals (Jacks
, Queens and Kings) A Canasta can be made as long as the royals hible at same time.
Must have a canasta in 1 of the royals to go out. A red canasta in any of the royals
is an auto win. © {Time}
ROYAL STEPS
(Table 2/2/1)*NO PU* The initial meld of each hand alternates. First hand you must
have Jacks on initial meld, second hand you must
have Queens, third hand Kings, then you start over from the beginning. You may go
out at anytime. © {Time}
RUFF ROUNDS
(Table 2/2/1 or 2/2/2)*PU* Round one is BLACK HOLE. Round two is
ONE RED. Round three is BROKEN MIRROR. Round 4 is TWISTED. Round 5 is
SUICIDE, Any rounds after that is REGULAR CANASTA. © {Time}
RULER OF THE COURT
(Table 2/2/2)*PU* Kings must be included in your initial meld. Queens are discard
only. Jacks freeze the pile and can be melded/canasta'd. You can pick up the pile
as long as kings are in your meld. © {Time}
SEVENS
(Table 2/2/1)*PU* 7's must be melded before you can take pile. Otherwise it is
played like regular cutty. © {Time}
SEVEN UP
(Table 2/2/2)*PU* 7's must be included in initial meld. All your canastas must be 7
or higher to go out. Red canasta in 7's overides this rule. You may canasta lower
than 7's but you can't go out. You may meld anything. © {Time}
SEXY DECISIONS
(Table 2/2/1)*NO PU* BEFORE clicking start, both players choose what their opponents
meld card will be and type it at the table for the TD to see. If you click start
before picking cards, the table will be remade. The card your opponent picks for you
must be included in your initial meld thru the entire game. Once melded, you may
canasta, and go out at any time © {Time}
SEXY DIAMONDS
(Table 2/2/2) *NO PU* In this game you may only meld 4's 5's 7's 10's Q's and K's.
All other cards are discard only. You may not make any canasta's until your melds
are complete. You may meld in any order. Once you have all your melds you may
canasta and go out. © {Time}
SHADY ROYALTY
(Table 2/2/1)*No PU* Game is played as No Royalty (1 canasta out,cannot meld J,Q, or
K) with a twist. You may meld anything you want, but cannot make any canastas until
you have either 3 black royalty cards or 2 Black royalty cards (J, Q or K) melded
with a black 2 or a Joker, which are considered color neutral. All red royalty is
discard only. You may not canasta any of your royalty melds. © {Time}
SORRY
(Table 2/2/2)*PU* You CANNOT pick up the pile unless your score says you
are losing. YOU MUST ANNOUNCE YOUR SCORE BEFORE YOU TAKE THE PILE. First hand
both players may pick up the pile. Tied score means both players may pick up pile.
Picking up the while in the lead is an auto. DQ. © {Time}
SPIRAL STAIRCASE
(Table 2/2/1)*PU* 1ST HAND initial meld must include A's, 2ND HAND must include K's,
3RD HAND must include Q's etc. You may take the pile as long as meld card is
included in the initial meld....Host please post at the start of each round what is
to be melded. IT IS NOT THE TDS RESPONSIBILITY TO DO SO. © {Time}
STAIRWAY TO HEAVEN
(Table 2/2/1)*PU* If you have to meld 15 or 50 you onlyneed 1 canasta to go out.
90 meld is 2 canasta's to go out, 120 meld is 3 canasta's to go out. © {Time}
STARS
(Table 2/2/2)*NO PU* You may only meld 4, 6, 7, 8, Q, A. All other cards are
discards only. Once you get a meld of each of these cards then you can canasta. No
canastas until the Star is melded. © {Time}
STEPS
(Table 2/2/1)*NO PU* First hand initial meld must include 4's. Second
hand must include 5's. Third hand must include 6's etc. Host please post at
the start of each round what is to be melded IT IS NOT THE TDS RESPONSIBILITY
TO DO SO, YOU MAY POST HANDS YOURSELF IF YOU LIKE. © {Time}
STUDLY KINGS NTC
(Table 2/2/2)*NO PU* Played as No Touch Cutty, with a twist. You must have Kings
melded ON THE TABLE in order to make canastas, and you can only go out if you have a
canasta in Kings. A red canasta in Kings is an auto win. Kings CANNOT be sent
straight to a canasta. © {Time}
STEPS OF FIRE
(Table 2/2/1) *NO PU* A combination of steps and fireball ntc. The game alternates
each hand beginning with Steps then Fireball NTC etc. © {Time}
SUBZERO
(Table 2/2/1)*PU* Using wild cards in this game is outlawed until the
draw pile reaches 20 or less...you may not use wilds for anything at all (no
freezing the deck, no making black canasta, and no melding) once draw pile
falls 20 or below, wild cards may be used as usual. © {Time}
SUICIDE
(Table 2/2/2)*PU* Regular canasta. BUT if you get all 4 red 3's, you are dq'ed. ©
{Time}
SUITS OF CONFUSION
(Table 2/2/2/)*PU* In this game EACH HAND is a dif. SUIT. The suit for each hand is
treated like a BLACK 3. You can NOT touch the pile if that SUIT is thrown, Please
announce top card when taking the pile, otherwise it is played like regular canasta.
1st Hand=HEARTS, 2nd Hand=DIAMONDS, 3rd Hand=CLUBS, 4th Hand=SPADES, then repeats.
HOST please post the SUIT for each hand. © {Time}
TEASER PLEASER
(Table 2/2/2)*PU* The teaser = YOU NEED 1 red and 1 black,
canasta to go out. The pleaser = you cannot pick the pile up if a seven is
top card on discard pile, BUT you can meld or canasta 7'S. © {Time}
TIN SOLDIERS
(Table 2/2/2) *PU* Your initial meld must contain A, K., OR J's. You must have ALL
(A,K,J) melded on the board (do not canasta) before you can make any canastas. You
may meld anything else but DO NOT CANASTA until you have your (A,K,J) melded. After
that you may canasta anything. You must have a canasta in A, K or J to go out. ©
{Time}
TOP DAWG
(Table 2/2/1)*PU* If the top card that is flipped over is black, you
need one canasta to go out. If the top card is red, you need three canastas
to go out. everything else is played normal. HOST PLEASE POST COLOR AND C'S
NEEDED AT BEGINING OF EACH HAND AS IT IS NOT THE TDS JOB. © {Time}
TRIANGLE
(Table 2,2,2) *NO PU* Initial meld must have ACES, 10, 6'S (and wilds if necessary)
ALL AT ONCE AND NOTHING ELSE. Next meld 9's wait a sec then 8's, wait a sec then
7's (not necessarily in same turn). They MUST BE MELDED IN THIS ORDER. Now you may
canasta wait a sec , canasta again wait a sec. YOU CANNOT CANASTA ANYTHING UNTIL
YOU FINISH ALL YOUR MELDS. You can only canasta 7,8,9,A,10,6 the rest are
discards. © {Time}
TRIOS
(Table 2/2/2)*PU* Your initial meld may only be in a sets of three at a
time..You may not meld anything more or less than 3 cards at a time...you
may meld what you wish but it must be 3 cards at a time. For Example: You
can meld 3 8s.. and 2 aces with a wild. You must wait till your next turn to
add to this meld. © {Time}
TWISTED
(Table 2/2/2)*PU* You cannot use wilds in your inital meld, but you
can use wilds to go straight to a canasta. AFTER INITIAL MELD YOU MAY DO AS
YOU LIKE. © {Time}
TWISTED NTC
(Table 2/2/1)*NO PU* If there is a RED 3 in the pile, both players
may pick up the pile for that hand only...otherwise game is played like
NTC...***HOST PLEASE POST "RED 3" WHEN THERE IS A RED 3 IN THE PILE. © {Time}
TWO RED CANASTA'S
(Table 2/2/2)*PU* You need 2 red canastas to go out. You
can make as many black canastas as you like. © {Time}
UP YOURS PT 1
(Table 2/2/2)*PU* Initial meld must contain 4's. If unable to meld 4's you can't
meld any cards and you must meld that same card in the next hand. Once you meld 4's
you advance to 5, 6's etc. You can't advance to the next meld until you complete the
current meld. Your opp may be on a different meld than you. Each Initial Meld MUST
CONTAIN the correct meld card. You may pick up the pile as long as you have the
correct card melded or included in the meld. © {Time}
UP YOURS PT 2
Please announce your own meld card each hand. © {Time}
NO V GAMES AT THIS TIME
WOODEN SOLDIERS
(Tables 2,2,2) *NO PU* Your initial meld must contain A, K., OR J's. You must
have ALL (A,K,J) melded on the board (do not canasta) before you can make any
canastas. You may meld anything else but DO NOT CANASTA until you have your (A,K,J)
melded. After that you may canasta anything. You must have a canasta in A, K or J to
go out. © {Time}
WORKING HOTTIE
(Table 2/2/2)*PU* You can only canasta 5,6,7,8,9. You may meld or discard the
remaining cards. © {Time}
X MARKS THE SPOT
(Table 2/2/1)*NO PU* 4, 6, 9, J, A are the only cards allowed to be melded. All
other cards are discards only. Once you get a meld of each of the 4, 6,9, J, A then
you can canasta. No canastas until the X is melded. © {Time}
YES/NO
(Table 2/2/1)*PU and NPU* First hand is CUTTY (One canasta out, pile
is up for grabs)..Second hand is NTC (One canasta out, no touching the
pile.) HANDS ALTERNATE BETWEEN CUTTY & NTC. It is not TD's Job to announce
each hand. © {Time}
ZZZZZ's
(Table 2/2/1)*NO PU* 3 6,7, 8,10, J, A are the only cards allowed to be melded. All
other cards are discards only. Once you get a meld of each of the 6,7, 8,10, J, A
you may go out BUT ONLY USING THE BLACK 3's. You can meld and nasta anytime but you
may only go out with black 3's melded. Wilds with 3's is allowed. © {Time}
411
(Table 2/2/2)*PU* Your initial meld must contain both 4's and A's and nothing else.
You may not make them into a canasta. You may not pick the pile, canasta or go out
until your next turn. © {Time}
120 NASTA
(Table 2/2/2)*PU* Every hand must be 120 meld or more. © {Time}
HITMAN
(Table 2/2/2) One player is picked in advance by the td to be the
HITMAN. Only the td and 1 other td not playing will know who the HITMAN is.
If the HITMAN is eliminated from the tourney the player who beats them will
receive 500 bux. If the HITMAN wins the tourney they will receive the 500
bux. This can be played with any game. (TD'S) PLZ REMEMBER TO PUT "HITMAN"
IN FRONT OF GAME CHOSEN. © {Time}
INVITERS CHOICE
(Table 2/2/1 OR 2/2/2 DEPENDING ON GAME)*PU or NPU* Inviter
chooses game to be played. The td will have a list of games available to
choose from on their rules page. © {Time}
SWISS TOURNEY
In a swiss tourney, you do not have to play in all rounds. But you get buxx for
every win. If you don't want to play in all rounds, please take youself out of
tourney as td may not see your request. This also insures that you get out of the
tourney. © {Time}
TAG TEAM
(Table 2/2/1 UNRATED) All 4 players are at the table during the game. After
each hand you stand and your P sits and plays the next hand, You continue
trading places after every hand. If the team member playing goes mia,
the partner must sit in until that person returns. THERE ARE NO MIA'S IN THIS
GAME. © {Time}
THREESOME
(Table 2/2/1 UNRATED) All 6 players are at the table during the game. After
each hand you stand and another team member sits and plays the next hand.
Keep the same player rotation and remember your teams color seat. If the
team member playing goes mia, the next team player must and rotation continues
until that person returns. THERE ARE NO MIA'S IN THIS GAME. © {Time}
2X2
(UNRATED)Each team is made up of 2 people each playing a different singles game. The
scores from each player on the team is added together, and the highest total
team score determines the winner of the round. If your partner goes mia you must
play both games until they return. THERE ARE NO MIA'S IN THIS GAME. THERE WILL BE 2
TDS ADDING THE FINAL SCORES. EACH TEAM IS ALSO ENCOURAGED TO KEEP SCORES AS WELL. ©
{Time}
3X3
(UNRATED)Each team is made up of 3 people each playing a different singles game. The
scores from each player on the team is added together, and the highest total
team score determines the winner of the round. If your partnerS goes mia another
member must play both/all games until they return. THERE ARE NO MIA'S IN THIS GAME.
THERE WILL BE 2 TDS ADDING THE FINAL SCORES. EACH TEAM IS ALSO ENCOURAGED TO KEEP
SCORES AS WELL. © {Time}
WEAKEST LINK
(RATED) (please refer to the swiss tutorial) this game is played as a true swiss( 4
rds )..full games..and depending how many people join the tourney tells you how many
are eliminated each rd. © {Time}
Copyright © 2011, nasta outlaws, All Rights Reserved.
Copyright 2007-2011 nasta outlaws All Rights Reserved.