Canasta Glossary

Canasta leans on a compact vocabulary: meld, canasta, wild card, red three, the pile. Learn this handful of words and the rules for any version read like plain English. This page defines the terms you will meet across the whole family, from the classic partnership game to the twists in Samba, Bolivia and Hand and Foot.

New to the game? Skim this list before the rules. You do not need to memorize anything, just get a feel for the words, then read the full Canasta rules or the FAQ and everything will click. Each term has its own anchor, so other pages can link straight to a definition.

💡 Tip: Master four ideas first - meld, canasta, wild card, and the discard pile. Almost every rule you read is built from those.

Jump to a letter

B · C · D · E · F · G · H · I · J · L · M · N · P · R · S · T · U · W

B

Base count

The bonus total each side adds up before counting melded card points. It is built from red threes, completed canastas and the going-out bonus, then combined with your card points to score the hand.

Black three

A three of clubs or spades. Held in hand it works as a stop card that blocks the next player from taking the discard pile, and it is worth 5 points. You may only meld black threes on the turn you go out, in a set that holds no wild cards.

Bolivia

A three-deck cousin of Canasta in which all-wild canastas, called bolivias, are allowed and score heavily. It also uses escaleras, seven-card same-suit runs of threes, and plays to a high target score.

Bonus card

A card that scores through a fixed bonus rather than ordinary points. Red threes are the clearest case: laid face up they pay 100 each and let you draw a replacement, while canastas and going out carry bonuses of their own.

Book

An American term for a completed canasta, a meld of seven or more cards. Players who learned the game in the United States often speak of finishing a book instead of a canasta.

C

Canasta

A meld of seven or more cards of the same rank, and the goal the game is named after (canasta is Spanish for basket). Your side must complete at least one before it can go out, and each canasta is worth a large bonus.

Card values (point count)

The points a card is worth when melded: a joker scores 50, an ace or a two scores 20, kings down to eights score 10 each, and sevens, sixes, fives, fours and black threes score 5 each. These values set both your opening minimum and your final total.

Clean canasta (natural)

A canasta of seven or more natural cards with no wild cards in it, worth 500 points. Also called a natural canasta, it is squared up with a red card showing on top to mark that it is clean.

Closing the pile

Ending the hand by playing away your last card, which shuts the discard pile and stops play for that deal. It is another way of saying going out, after which everyone counts the cards left in hand against their score.

Concealed hand (going out concealed)

Melding your whole hand in a single turn after laying nothing down on earlier turns, and going out on that same turn. It earns the larger going-out bonus of 200 rather than 100, and usually still needs a completed canasta.

D

Deal

The way cards are handed out at the start of a hand, and the layout it creates. In classic Canasta each player gets eleven cards, the rest form the stock, and the top card is turned up to begin the discard pile.

Deck

The pack of cards a game uses. Classic Canasta joins two standard 52-card packs and four jokers for 108 cards, while relatives such as Samba and Hand and Foot fold in a third, fourth or fifth deck.

Deuce (two)

Any two, the more common of the two wild cards. It can stand in for a natural card in most melds and is worth 20 points, but throwing one onto the discard pile freezes it.

Discard pile

The face-up stack that each player throws one card onto at the end of a turn. Its top card, the upcard, can sometimes be claimed along with the entire pile, which makes careful discarding a central skill.

E

Escalera

A seven-card run of a single suit, from four up to ace, used as a special meld in Bolivia and related South American games. The word is Spanish for ladder, and finishing one pays a bonus much like a canasta.

F

Feeding the pile

Discarding on purpose to build the pile up with cards your opponents cannot easily claim. A well fed pile grows into a rich prize that you hope to take for yourself later in the hand.

In Hand and Foot, the second bundle of cards each player sets aside at the deal. You play through your first bundle, the hand, and only pick up the foot once the hand is gone, which paces the whole game.

Freezing the pile

Discarding a wild card into the discard pile so that no one may take it without a natural pair matching the upcard. Freezing locks the pile away as a resource that is hard for anyone to win.

Frozen pile

A discard pile that can be taken only by a player holding two natural cards matching the upcard. A pile is frozen when a wild card has been discarded into it, or before either side has melded, so a frozen pile always demands a natural pair.

G

Going down

Putting your side's first melds on the table. Those opening melds must together reach the minimum count set by your current score, after which you may add further melds freely.

Going out

Playing away your last card, by melding or discarding it, to end the hand for everyone. Your side must have completed at least one canasta before you are allowed to go out, and doing so earns a bonus.

Going-out bonus

The reward for being the player who empties their hand: 100 points normally, or 200 for going out concealed. It joins your red threes and canasta bonuses in your side's base count.

H

Hand (Hand and Foot)

The first bundle of cards you pick up and play in the game Hand and Foot. More generally the word means the cards a player is holding, and also one full round of dealing and play.

I

Initial meld requirement (minimum count)

The smallest total card value your side's first melds must reach to get onto the board. The bar rises with your score, from 50 points when you are low, to 90 and then 120 as you climb, so leaders must work harder to open.

J

Joker

The strongest wild card, worth 50 points. A joker can replace almost any natural card in a meld, though a meld may never hold more wilds than naturals, and discarding a joker freezes the pile.

L

Laying off

Adding cards from your hand to melds your side already has on the table. You can extend a set with matching naturals or with wild cards, as long as it stays within the wild-card limit; you can never lay off onto an opponent's melds.

M

Meld

A set of three or more cards of the same rank placed face up on the table. A meld may include wild cards but must always keep at least two natural cards and, under classic rules, no more than three wilds.

Mixed canasta (dirty)

A canasta of seven or more cards that includes at least one wild card, worth 300 points. Also called a dirty canasta, it is squared up with a black card on top to show it is not clean.

N

Natural card

Any card that is neither wild nor a special bonus card, meaning the ranks four through ace. Melds are built around natural cards, and a canasta made only of them counts as clean and scores more.

P

Packet

A small bundle of cards dealt or held as a unit, such as the hand and the foot in Hand and Foot, or the chunk of stock buried during the Italian deal. Thinking in packets helps you track where cards are hidden.

Penalty card

A card that costs you points rather than earning them. Cards left in your hand when the deal ends are subtracted from your score, and a red three exposed while your side has no canasta turns from a bonus into a penalty.

Pennies (sevens)

The nickname for sevens in Pennies from Heaven, a Hand and Foot relative. In that game your side must build a full canasta of these pennies before it is allowed to go out.

R

Red three

A three of hearts or diamonds, a pure bonus card. You lay it face up at once and draw a replacement, and it pays 100 each, or 800 for all four, as long as your side has made a canasta; with none it counts against you.

S

Safe discard

A card you can throw with little risk that an opponent will use it to seize the pile. Low unmatched cards and black threes are the safest throws, especially once the pile has grown large and tempting.

Samba (sequence)

A seven-card run of one suit in ascending order, the signature meld of the game Samba, worth 1,500 points. Samba uses three decks and lets you build suit runs as well as same-rank sets.

Sequence meld

A meld of cards in consecutive rank and matching suit, such as the five, six and seven of hearts, allowed in Samba, Bolivia and other South American games. Classic Canasta has none; it melds by matching rank alone.

Side (partnership)

The two partners who play, score and share their melds together in a four-player game. A side pools its red threes, canastas and card points into one total, and only one partner needs a canasta for the side to go out.

Side count

The running total a partnership keeps through the hand, joining its bonus points with the card points in its melds. Comparing side counts at the target score decides which partnership wins the game.

Stock

The face-down pile of undealt cards you draw from at the start of most turns. When the stock is used up the hand usually ends, so its shrinking size shapes decisions late in the deal.

Stop card

Another name for the black three, so called because discarding one stops the next player from taking the pile. The block lasts for that one turn only, and then the pile is open to claim again.

T

Taking the pile

Claiming the whole discard pile instead of drawing from the stock. You must first put the upcard to use with cards from your hand or an existing meld, and a frozen pile also demands a natural pair matching that upcard.

Talon

An older name for the stock, the face-down pile of cards waiting to be drawn. Some rule books use talon and stock to mean the same thing.

Threshold

The minimum card-point total your opening melds must reach, tied to your side's current score. Also known as the minimum count, it rises as you gain points, making it steadily harder for the leader to lay a first meld.

U

Upcard

The single face-up card on top of the discard pile. It is the card you must be able to use if you want to take the whole pile, so its rank often settles whether the pile is up for grabs.

W

Wild canasta

A canasta built entirely from wild cards, allowed in variants such as Bolivia and Uruguay, where it scores a hefty bonus. Classic Canasta forbids it, since every meld there needs at least two natural cards.

Wild card

A joker or a two, a card that fills in for a natural card to help complete a meld. Wilds add flexibility but come with limits: a meld needs more naturals than wilds, and discarding a wild freezes the pile.

That is the core vocabulary of Canasta. Keep this page open in a tab the first few times you deal, and the words will stick fast. Ready to put them to work? Sit down to a game of Classic Canasta, or browse the full lineup, from Samba to Hand and Foot, on the all games page.

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