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- CANASTA Version 1.0
- Copyright(C) 1994, Larry W. Nicholas
- All rights reserved.
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-
- LIMITED WARRANTY
-
- If you discover physical defects in the media on which this software
- is distributed, the media will be replaced at no cost to you.
-
- CANASTA is distributed "as is". The author disclaims all warranties,
- either expressed or implied. The author will assume no liability for
- damages either from the direct use of this product or as a consequence
- of the use of this product.
-
-
- LICENSE STATEMENT
-
- This software is protected by both United States copyright law and
- international treaty provisions. Therefore you must treat this soft-
- ware just like a book, except that you may make an archive copy for
- backing up this software. This software cannot be legally used by two
- different people in two different places (unless you have violated my
- copyright).
-
-
- SUPPORT POLICY
-
- If you have any questions with this software, please contact me at
- 2619 Quail Valley Rd., Solvang, CA 93463, or by telephone between the
- hours of 9am - 4pm PDT, Monday through Friday, at (805) 688-7255.
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- TABLE OF CONTENTS
-
-
- Introduction GETTING STARTED Requirements.................1
- Installation.................1
- Mouse Conventions............1
- Overview.....................1
-
- Chapter 1 GAME OPERATION Starting Canasta.............3
- Playing the Game.............3
- The Play Table...............3
- One Human Player.............4
- Two Human Players............4
- Menu Bar.....................4
- The Draw...................4
- The Pile...................4
- The Meld...................4
- The Discard................4
- The Score..................4
- The Query..................4
- To Quit....................4
- Messages.....................5
- Improper Melds...............5
- Scoring Summary Table........6
- The Canasta Score Sheet......6
-
- Chapter 2 RULES OF CANASTA Definitions..................7
- Players......................7
- Cards........................7
- The Deal.....................7
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- Red Threes...................7
- Melds........................8
- Black Threes.................8
- Canastas.....................8
- Frozen Pile..................8
- Stop Cards...................8
- Taking the Discard Pile......8
- Point Values.................9
- Initial Meld Requirement.....9
- The Play.....................9
-
- Exhausting the Stock........10
- Going Out...................10
- Concealed Hand..............11
- Asking Permission...........11
- Scoring.....................11
- Strategy....................12
- Irregularities..............12
- Exceptions..................12
- Selected Bibliography.......12
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- Introduction Getting Started 1
-
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-
- GETTING STARTED
-
-
- REQUIREMENTS
-
- CANASTA requires the following equipment:
-
- . IBM PC, XT, AT, or 100% compatible
- . DOS 3.0+ or later
- . Microsoft Compatible Mouse
- . VGA/EGA and color monitor
- . 720K Floppy or Hard Drive
-
- INSTALLATION
-
- For hard drive users, create a directory named Canasta as follows:
-
- C:\>MD CANASTA
- C:\>COPY A:*.* \CANASTA
-
- All files must be located in this directory. The directory should be
- included in the PATH Statement of your AUTOEXEC.BAT File which allows
- you to run CANASTA from any directory. Refer to your DOS manual for
- details on the PATH Statement. Floppy drive users can execute the
- program from the CANASTA Diskette.
-
- Commands are always followed by the Enter key.
-
-
- MOUSE CONVENTIONS
-
- All input in Canasta is via the mouse and only the left button is
- active. The mouse cursor is referred to as "cursor" throughout this
- text. To "click" means to depress the left mouse button. To "select"
- means to move the cursor to the appropriate card, button or box and
- click.
-
- Important note: along the left-hand edge of each card, approximately
- 1/4" in width and continuing the length of the card directly
- underneath the cards' suit is the "selection area". When you select a
- card for meld or discard, you must place the cursor inside this area
- and click. This area is referred to as the "left-hand edge"
- throughout this text and will become obvious once you see your hand
- displayed.
-
-
- OVERVIEW
-
- Canasta is a card game derived from rummy. It originated in Uruguay
- after World War II, and reached the U.S. via Argentina in 1949.
-
- Canasta is a four-handed game of two opposing partnerships, which
- embodies the principles of forming card combinations as in Gin, the
- melding of Pinochle, the partnership understanding of Bridge, with the
- deception of Poker.
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- Introduction Getting Started 2
-
-
-
-
- The object of the game is to score 5000 or more points before your
- opponents by building melds and then Canastas, while preventing your
- opponents from accomplishing the same. Through Draws, Melds, and
- Discards both offensive and defensive skills are used to out-maneuver
- your opponents.
-
- It is extremely important for you to read this manual before starting
- the Game. Chapter 1 discusses the Game Operation while Chapter 2
- presents the Rules of Canasta. If you have never played Canasta
- before, or have only a passing knowledge of the game, you will need to
- read Chapter 2 before proceeding to Chapter 1: Game Operation.
-
- While Canasta can be intimidating to the first-time player, reading
- the rules in their entirety, will greatly ease your understanding of
- the game. Even if you are familiar with partnership Canasta, you
- should at least browse the Rules Chapter, observing the paragraph on
- Exceptions.
-
- Once you have read Chapter 2 and have become acquainted with the basic
- definitions, melds, and the "play" then proceed to the Chapter 1: Game
- Operation.
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- Chapter 1 Game Operation 3
-
-
-
-
- CHAPTER 1 - GAME OPERATION
-
-
- STARTING CANASTA
-
- If you installed Canasta on your Hard Drive C and included the
- directory in your PATH Statement, then issue the command:
-
- C:>CANASTA
-
- If you did not include the CANASTA Sub-directory in your PATH
- Statement then issue the commands:
-
- C:>CD \CANASTA
- C:>CANASTA
-
- If you wish to execute the program from your floppy disk, insert the
- CANASTA Disk into disk drive and issue the following command:
- CANASTA.
-
-
- PLAYING THE GAME
-
- In this version of Canasta, four players form two partnerships
- (Player's 1 and 3 versus Player's 2 and 4). The game is played in
- accordance with the rules of Chapter 2.
-
- There are two play options available. Selecting the "One Human Player"
- option teams you as Player 1 with your partner, computer Player 3.
- Selecting the "Two Human Player" option adds a second human as Player
- 4 teaming with computer Player 2.
-
- Once you have made your selection you will see the cards being dealt
- to each player. The stock pile is placed in the center of the table
- with the upcard placed next to it. Your hand is displayed at the
- bottom of the screen. Play begins with the first player to the
- dealers left.
-
-
- THE PLAY TABLE
-
- On the playing table you will see four quadrants, one for each player.
- It is in these quadrants that melding takes place. In each quadrant
- is the name of the player (Player 1, Player 2, ...) alongside a light
- which illuminates when it is that player's turn. The player's folded
- hand is placed either above or below the name.
-
- As described in the Rules Chapter, a turn for each player consists of
- the Draw (from the stock or the upcard), the Meld (optional), and the
- Discard.
-
- When a player draws from the stock, a card is dealt from the stock
- into the players folded hand. The player then removes the hand from
- the table and can either meld or select a discard.
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- Chapter 1 Game Operation 4
-
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-
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- When a player draws the upcard (takes the pile), it is placed on the
- appropriate Meld and the remainder of the pile placed in the player's
- hand. The player can then continue melding or discard.
-
- When a player chooses to Meld, each card is placed on the table in the
- proper quadrant.
-
- When a player selects a discard, the card is removed from the hand and
- placed on top of the pile as the upcard. The player's hand is now re-
- turned to the table, face down.
-
- This sequence of events holds for all players.
-
-
- ONE HUMAN PLAYER
-
- Your hand appears at the bottom of the screen. It is always sorted
- for you in ascending order starting with the Ace, Three,...,King, and
- the wild cards (Deuces and Jokers) placed at the end of the hand.
-
- All cards melded are automatically displayed vertically and in
- ascending order in each quadrant. You need only select the card to be
- melded. Along the left-hand edge of each card, approximately 1/4" in
- width and continuing the length of the card directly underneath the
- card's suit is the "selection area". When you select a card for meld
- or discard you must place the cursor inside this area and click.
-
-
- TWO HUMAN PLAYERS
-
- If the "Two Human Players" option is selected, a message will appear
- prior to the play of either Player 4 or Player 1 which says that
- "Player 4 is Up" or "Player 1 is Up". This permits the other human
- player to "look away" while the current player's hand is displayed at
- the bottom of the screen. At the conclusion of the play a bell will
- sound indicating that it permissible, once again to look at the table.
-
-
- MENU BAR
-
- Near the bottom of the screen is the command bar where six commands
- (Draw, Pile, Discard, Quit, Query, and Score) are available to you
- during your turn. To select a command move the cursor to the desired
- button and click. Three of these buttons, Draw, Pile, and Discard
- have lights associated with them which illuminate when that command is
- available for selection.
-
- The Draw
-
- To draw a card from the stock simply move the cursor to the Draw
- Button, click, and the card is inserted into your hand.
-
- The Pile
-
- To draw the upcard, thus taking the pile, simply move the cursor to
- the Pile Button, click and the upcard is automatically placed on the
- proper meld with the remainder of the pile inserted into your hand.
-
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- Chapter 1 Game Operation 5
-
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-
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- The Meld
-
- The process of melding depends on whether you are trying to meld a
- natural card or a wild card.
-
- 1) Natural Card: To meld a natural card move the cursor to the left-
- hand edge of the desired card in your hand, click, and the card
- will be placed on the table in the proper quadrant.
-
- 2) Wild Card: Melding a wild card is a two step process. Move the
- cursor to the desired wild card in your hand and click. The
- following message will appear:
-
- "To play a wild card move cursor to the left column of the
- selected melded rank and click."
-
- First click to remove the message. Then move the cursor to the
- left-hand edge of the meld where you want the wild card placed,
- and click. The card is removed from your hand and placed on the
- selected meld.
-
- The Discard
-
- To discard, move the cursor to the Discard Button, click, and the
- button will illuminate showing it is active. Move the cursor to the
- left-hand edge of the desired card in your hand, click, and the card
- is removed from your hand and placed on the pile as the upcard.
-
- The Score
-
- To see the score of each partnership and their respective initial meld
- requirements, move the cursor to the Score Button and click.
-
- The Query
-
- As explained in the Rules Chapter, there may be occasions when you
- seek permission to "Go Out" from you partner. To request permission,
- move the cursor to the Query Button, click, and your partner will
- respond.
-
- To Quit
-
- You may exit the program only during your turn. Simply move the
- cursor to the Quit Button and click.
-
- Messages
-
- Several error and informative messages have been included in this
- program. They will be displayed in the center of the screen and
- require no more action on your part than a click. You need not even
- move the cursor.
-
- Improper Melds
-
- Should you make an improper meld or insufficient meld, you can always
- have the melds returned to your hand by attempting to discard a card.
- An error message will be generated and the cards will be returned to
-
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-
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- Chapter 1 Game Operation 6
-
-
-
-
- your hand. As an example, suppose your meld requirement is 120, but
- you have only melded 110 consisting of multiple melds. If you try to
- discard, an error message will be generated and one of the melds will
- be returned to your hand. To have the remaining meld(s) returned,
- select the discard function again.
-
-
- SCORING SUMMARY TABLE
-
- Once a hand has ended, a new screen will appear showing the combined
- melds for each partnership, the partnership's un-played cards
- remaining and a scoring summary.
-
- The top half of the screen is for Players 1 and 3, while Players 2 and
- 4 occupy the bottom half.
-
- The melds for the partnership are combined and displayed vertically on
- the left side of the screen. The cards remaining in the partnership's
- hands are displayed horizontally in the middle of the screen, with the
- scoring summary occupying the right side of the screen.
-
- Click to proceed to the Canasta score sheet.
-
-
- THE CANASTA SCORE SHEET
-
- The Canasta score sheet shows the bonus points and net cards (melded
- cards, less cards in hand, less any penalties) for the last four
- hands. Shown at the bottom of the sheet is each partnership's
- "Initial Meld Requirement" for the next hand. The first partnership
- to reach or exceed 5000 points wins the game.
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- Chapter 2 Rules of Canasta 7
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- CHAPTER 2 - RULES OF CANASTA
-
-
- DEFINITIONS
-
- Rank: Cards with the same number (all the 8's)
- Natural cards: Aces, Fours, Fives, Sixes, Sevens, Eights, Nines,
- Tens, Jacks, Queens, Kings
- Wild cards: All Jokers and the eight Deuces (Twos)
- Stock: The remainder of cards after the deal placed face down
- in the middle of the table
- Upcard: The top discard shown face up
- Discard pile: A pile of cards placed next to the stock
-
-
- PLAYERS
-
- Four players form two partnerships. The partners sit opposite each
- other at the table.
-
-
- CARDS
-
- The game is played with two regular decks of fifty-two cards plus four
- Jokers, all 108 cards shuffled together. These wild cards may be
- designated during the play as any rank other than a three.
-
-
- THE DEAL
-
- Each player is dealt a total of eleven cards, one at a time, in a
- clockwise rotation. The remainder of the deck is placed face down in
- the center of the table becoming the stock. Next, the top card of the
- stock is turned face up (the upcard) and placed beside the stock,
- starting the discard pile.
-
- If the upcard is a wild card or a Three, then one or more additional
- cards must be turned upon it until some other card appears.
-
-
- RED THREES
-
- A player finding a red Three in the hand must, at their first turn,
- place it face up on the table and draw a replacement card from the
- stock. A player who draws a red Three from the stock must immediately
- place it face up on the table and draw a replacement card from the
- stock. A player who takes the discard pile and finds a red Three in
- it must place the red Three face up on the table, but does not draw a
- replacement card.
-
- Red Threes are bonus cards counting for or against the side to which
- they belong.
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- Chapter 2 Rules of Canasta 8
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- MELDS
-
- The object of play is to form melds which eventually become Canastas.
- A Meld is a combination of three or more cards of the same rank, with
- or without the help of wild cards. A meld is valid if it contains at
- least two natural cards of the same rank and not more than three wild
- cards. A set of three or four black Threes may only be melded when
- the player goes out in the same turn. Jokers and deuces may never be
- melded separately from natural cards. A player may add one or more
- cards of the same rank including wild cards to a previous meld. A
- player may never play on an opponents meld. A partnership may not
- make two separate melds of the same rank, but may meld a rank also
- melded by the opponent.
-
-
- BLACK THREES
-
- Black Three's can be only be melded when "Going Out" and only if the
- player holds three or more in the hand. Black Threes cannot be melded
- at any other time, nor melded with wild cards.
-
-
- CANASTAS
-
- A meld comprising seven or more cards is a Canasta. There are two
- types of Canastas:
-
- 1) A natural Canasta consists of seven cards of the same rank without
- any wild cards
-
- 2) A mixed Canasta must have at least four natural cards and not more
- that three wild cards.
-
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- FROZEN PILE
-
- The discard pile is "frozen" whenever it contains a wild card or red
- Three. The frozen pile may be taken up only when the player holds two
- natural cards matching the upcard. It cannot be taken up to play on
- an existing meld. Once the pile is taken, it is no longer frozen.
-
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- STOP CARDS
-
- When the upcard of the discard pile is a wild card or a black Three,
- it is a called a "stop card". The next player cannot take the discard
- pile but must draw from the stock.
-
-
- TAKING THE DISCARD PILE
-
- When the discard pile is frozen, the player may take it only to meld
- the upcard with a natural pair of the same rank from the hand, thereby
- creating a new meld.
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- Chapter 2 Rules of Canasta 9
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- When the discard pile is not frozen a player may add the upcard to an
- existing meld, or may draw the upcard to complete a meld with two
- natural cards of the same rank from the hand.
-
- After the upcard has been melded, the remainder of the discard pile is
- incorporated into the player's hand.
-
- A player may not take the discard pile if it is stopped.
-
- A "special rule" is that at no time may a player having only one card
- in hand take a discard pile consisting of only one card.
-
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- POINT VALUES
-
- Every card has a point value as follows:
-
- Jokers ....................... 50 points
- Deuces ....................... 20 points
- Aces ....................... 20 points
- K, Q, J, 10, 9, 8 ............ 10 points
- 7, 6, 5, 4, black 3 .......... 5 points
-
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- INITIAL MELD REQUIREMENT
-
- The first meld made by a player for the partnership must meet an
- "Initial Meld Requirement" which depends on the accumulated score of
- the partnership at the beginning of the hand:
-
- PLAYERS SCORE REQUIRED MELD
-
- minus ....................... 15 points
- from 0 to 1495 .............. 50 points
- from 1500 to 2995 ........... 90 points
- from 3000 to 4995 ........... 120 points
-
- The count of a meld is the total point value of its component cards.
- To meet the minimum a player may meld two or more different ranks. If
- the player takes the discard pile, only the upcard (and no other card
- from the pile) may count toward this requirement. Bonuses for red
- Threes and Canastas do not count toward the requirement.
-
- After a partnership has made it's initial meld, either partner may
- make any valid melds without reference to any minimum count.
-
- When a player "Goes Out" concealed, this requirement is waived however
- the player is still responsible for one Canasta.
-
-
- THE PLAY
-
- There are three elements associated with the play:
-
- . The Draw
- . The Meld (optional)
- . The Discard
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- Chapter 2 Rules of Canasta 10
-
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-
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- Each player in turn, starting with the first player on the dealers
- left, and proceeding in a clockwise rotation, must either draw a card
- from the stock or the upcard in which case the player must take the
- entire discard pile and either adds it to the hand, or melds.
-
- The player then ends the turn by selecting a card from the hand for
- discard.
-
- First and Second Players:
-
- The player may pick the top card from the stock and meld if the player
- can and wants to. The player then must discard one card. The first
- (initial) meld must total at least 50 points.
-
- The player may pick up the entire discard pile if the upcard can be
- used with two other natural cards of the same numerical rank to form a
- meld. Again since this is the player's initial meld, it must total at
- least 50 points.
-
- Third Player and Fourth Players (partners of the first and second
- players):
-
- If the respective partner has not completed the initial meld, the
- rules as stated for the first and second players also apply to the
- partners. If the partner has completed the initial meld, then the
- player may draw a card from the stock or take up the discard pile if
- able to do so.
-
- The object of play is to score by melding, those melds eventually
- becoming Canastas. The play ends when any player removes the last
- card in the hand either by meld or discard, or when no card remains
- that can or must be drawn.
-
-
- EXHAUSTING THE STOCK (Forcing)
-
- If a player draws the last card of the stock and it is a red Three,
- the card is placed face up on the table and the play ends.
-
- If the last card is not a red Three then play continues and the next
- player is "forced" to pick up the discard provided it can be melded on
- an existing meld. If it can't, then the player has the option of
- taking the pile so long as a valid new meld can be created, otherwise
- play ends.
-
-
- GOING OUT
-
- A player "Goes Out" when the last card from the players hand is either
- melded or discarded. When any player goes out, play ends and the hand
- is scored. The player's side must have melded at least one Canasta.
- Failing this requirement, the player must keep at least one card in
- hand. A player need not make a discard after going out and may meld
- all remaining cards.
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- Chapter 2 Rules of Canasta 11
-
-
-
-
- CONCEALED HAND
-
- A concealed hand is one in which a player goes out without previously
- having melded on the table. This may be done in one of two ways:
-
- 1) By playing on the partner's exposed melds. In this case the side
- must either have previously made a Canasta or the player must
- complete a Canasta in the course of melding out.
-
- 2) By melding out with a Canasta concealed in the hand. In this case
- the Initial Meld Requirement is waived.
-
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- ASKING PERMISSION
-
- A player is legally entitled to ask, "May I go out, partner?". The
- partner must respond either "Yes" or "No". The player is bound by the
- reply for that round only. Permission may only be asked after the
- player has drawn but before any meld. Should the player not abide by
- the answer, a 100 point penalty is assessed. A player may go out
- without asking permission.
-
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- SCORING
-
- When a player goes out, each partnership counts the points contained
- in their melds, adds any earned bonuses and deducts any penalties or
- un-played cards.
-
- The bonuses earned by a partnership are credited to their score in
- accordance with the following table:
-
-
- Canasta (natural)............ 500 points each
- Canasta (mixed).............. 300 points each
- Red Threes (all four)........ 200 points each
- Red Threes (up to three)..... 100 points each
- Melding out.................. 100 points
- Concealed hand............... 100 points
-
- If a partnership has not satisfied the initial meld requirement, any
- melded red Threes are penalized 200 points each.
-
- The value of all melded cards less any cards still remaining in the
- players hand plus all bonuses are added together and the game
- continues until one side's aggregate score reaches or exceeds 5000
- points. If both sides exceed 5000 points, the side with the higher
- score is the winner. If both sides are tied, a new hand is played to
- determine the winner.
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- Chapter 2 Rules of Canasta 12
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-
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- STRATEGY
-
- The object of the game is to take the pack and do a lot of melding.
- The more cards you have in your hand the better your chance to get the
- pack. The beginners worst mistake is melding fast and reducing the
- hand to a few cards.
-
- Make mixed Canastas fast rather than wait for natural Canastas.
-
- Don't be in a hurry to go out if you have a better chance for further
- scoring.
-
- Build up a hand of pairs.
-
- It pays to keep your score just under 1500, or just under 3000 even at
- the sacrifice of a few hundred points you might have scored.
-
- If the other side manages to get the first large pack, a good player
- often abandons hope for that particular hand and attempts to "Go Out"
- as quickly as possible thus reducing any further scoring by the
- opponents.
-
-
- IRREGULARITIES
-
- Single Card Announcement: A player must announce if holding only one
- card.
-
- Improper Meld: If a player makes an improper meld either from an
- insufficient meld count or number of cards contained in the meld, the
- meld must be returned to the hand.
-
- Failure to Declare a Red Three: If at the end of play a hand is found
- to contain a red Three, the side is penalized 200 points for each red
- Three found.
-
- Irregularity in Asking: If a player asks, "Partner, may I go out?" and
- does not abide by the answer for one round, a 100 point penalty is
- assessed.
-
-
- EXCEPTIONS
-
- A frozen pile cannot be taken with one natural card and one wild card.
-
- No provision is made to ask any player how many cards they are
- holding.
-
- Several minor penalties have been omitted in the game.
- ______________________________________________________________________
-
- Selected Bibliography
-
- 1. ACCORDING TO HOYLE, Frey, Richard L., Hawthorn Books, Inc, 1970
- 2. AINSLIE'S COMPLETE HOYLE, Ainslie, Tom, Simon & Schuster, 1975
- 3. HOYLE'S RULES OF GAMES, Morehead, Albert H., Signet, 1983
- 4. SCARNE'S ENCYCLOPEDIA OF GAMES, Scarne, John, Harper & Row, 1973
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