CanastaAngels2 Games

NTC AND NT GAME RULES.

CANASTA_ANGELS2 NTC Game Rules CANASTA_ANGELS2 GAMES AND TD HELP PAGE NT AND NTC GAMES LIST New Games * WILL BE ADDED AS WE GROW! 1. NO TOUCH GAME RULES NT AND NO TOUCH CUT GAME RULES NTC in Customize tournament layout. . *** To enlarge the tournament title on you pages, when making your tournament, where it says Name of Tournament (optional) put

YOUR TOURNEY NAME

changing the "YOUR TOURNEY NAME" to whatever tournament you made.*** 0-9, A-C, D-F, G-I, J-L, M-O, P-R, S-U, V-Z 357 MAGNUM NTC

357 MAGNUM NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have a Red 3 before you meld anything. You can
meld any cards, but you must have 5s and 7s melded before
you canasta.
REMEMBER: DON'T EVER TOUCH THE PILE.

4 ON THE FLOOR NTC

4 ON THE FLOOR NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything, anytime but no canastas until FOUR 4s
have been melded and announced on the table first (you may use
wilds 4444 or 444J or 4422). You may meld three 4s and hope you or
your partner can add one without making canastas but your
partner cannot add two 4s and call 4 on the floor. You must have
only 4 (4s or combination of 4s and wilds) when calling 4 on
the Floor. You MUST post 4 ON at the table when they are melded
and make sure your op(s) see your 4 on before adding 4s or making
a canasta of 4s on the same turn otherwise this WILL be a DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

4S NTC

4S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
4s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 4s have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

5 AND 10 HIT ME AGAIN NTC (NOT FOR DOUBLES)

5 AND 10 HIT ME AGAIN NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 5s and 10s in your INITIAL MELD only. You can use
wilds but no other cards. The turn after 5s and 10s have been melded you
can play anything else and game become like regular NTC.
THE TWIST: When drawing your first 2 cards at the start of a round, if
you can canasta the 5s or 10s you win automatically if not you
opponent has the chance. Play must stop or auto win is voided.
If neither you nor your opponent can make the canasta the round
is played like the rules above.
REMEMBER: DON'T EVER TOUCH THE PILE.

5S NTC

5S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
5s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 5s have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

6S NTC

6S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 6s have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

69 NTC

69 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6s OR 9s must be in the INITIAL MELD. You may meld other cards
or wilds as well. Once EITHER 6s OR 9s have been melded, the
game the game is played as regular NTC. Meld any time,
out any time. You may make as many Canastas as you wish,
but only one is needed to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

69 ROYALS NTC

69 ROYALS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6s OR 9s OR Qs OR Ks must be in the INITIAL MELD. YOU MAY HAVE
OTHER CARDS or WILDS as well, but 6s OR 9s OR Queens OR Kings
must be in with the INITIAL MELD. Once EITHER 6s OR 9s OR Queens
OR Kingshave been melded, the game is played as regular NTC.
MELD any time. OUT any time. You may make as many Canastas as
you wish, but only one is needed to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

7S NTC

7S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
7s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 7s have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

8S NTC

8S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
8s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 8s have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

9S NTC

9S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
9s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 9s have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

9-1-1s NTC (NOT FOR DOUBLES)

9-1-1 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
9s and Jacks Must be in your INITIAL MELD. You may have
other cards and wilds as well, but 9s and Jacks must be
in your INITIAL MELD. Once 9s and Jacks have been melded
the game is played like normal NTC. Meld anytime.
Go out anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

10S NTC

10S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
10s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 10s have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

120 MELD NTC

120 MELD NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This tourney is a 120 or more meld. The WHOLE game (no 50s or
90s melds). IT IS NOT EXACT MELD. It is 120 or more meld the WHOLE GAME.
You have to SHOW your meld on the table before making ANY
Canastas, so 120 or more meld may be counted by opponent.
REMEMBER: DON'T EVER TOUCH THE PILE.

ACES NTC

ACES NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Aces MUST be in the INITIAL MELD. You may have other cards and
wilds as well, Once Aces have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

ACES THE ANGELS WAY NTC

ACES THE ANGELS WAY (KFW) NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can NOT go out until you have Aces melded. Aces do not have
to be in your INITIAL MELD, but you MUST have Aces melded in
order to go out. Aces MUST be melded in order to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

ACES WITH A TWIST NTC

ACES WITH A TWIST

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have Aces in your first meld. You may use wilds and
other cards; however, you may meld any red canasta directly
from your hand without having Aces melded on the table.
If you meld to table before melding Aces, you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

AK47 NTC

AK47 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You MUST have TWO of the following cards 4s, 7s, Kings, Aces
in your INITIAL MELD each hand. You do NOT need all 4.
You ONLY NEED ANY 2. You may use WILDS and other cards.
REMEMBER: DON'T EVER TOUCH THE PILE.

ANYTHING BUT THAT NTC

ANYTHING BUT THAT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Whatever the FIRST CARD is you CANNOT MELD or make it into a
canasta at any time during that hand. If the FIRST CARD is a 2
or JOKER then NO WILDS can be played during that hand.
This means you can only have RED CANASTAS and NATURAL MELDS for
that hand only. If the FIRST CARD is a 3 then it is REG NTC
for that hand only. You can meld anytime and go out anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

BACK TO BACK NTC (NOT FOR DOUBLES)

BACK TO BACK NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: 4s and 5s
4s and 5s must be in the INITIAL MELD. You may use wilds and
jokers and any other cards to meld, but 4s and 5s must be
in the INITIAL MELD.
2nd Hand: 6s and 7s
6s and 7s must be in the INITIAL MELD. You may use wilds and
jokers and any other cards to meld, but 6s and 7s must be
in the INITIAL MELD.
The rest of the hands progress in the same way as above
3rd Hand: 8s and 9s
4th Hand: 10s and Jacks
5th Hand: Queens and Kings
6th Hand: Aces and 4s and so on
REMEMBER: DON'T EVER TOUCH THE PILE.

BACKWARDS NTC

BACKWARDS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: Aces NTC
ACES must be in the INITIAL MELD. You may use wilds and jokers
and any other cards to meld, but Aces must be in the INITIAL MELD.
2nd Hand: Kings NTC
KINGS must be in the INITIAL MELD. You may use wilds and jokers
and any other cards to meld, but Kings must be in the INITIAL MELD.
KEEP ALTERNATING THE HANDS BETWEEN ACES AND KINGS
UNTIL THE GAME IS FINISHED.
REMEMBER: DON'T EVER TOUCH THE PILE.

BACKWARDS L NTC

BACKWARDS L NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld 6s, 10s, Jacks, Queens, Kings, and Aces creating
a backward L. All other cards are discards only. No canastas can
be made until the backward L is complete. Once the backward L is
complete you may make as many canastas as you wish before going out.
REMEMBER: DON'T EVER TOUCH THE PILE.

BAD BOY KINGS NTC

BAD BOY KINGS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Each hand rotates which cards cannot be melded or made into a canasta.
1st hand: Kings may not be melded or made into a canasta
2nd hand: Kings and Queens may not be melded or made into canastas
3rd hand: Kings, Queens and Jacks may not be melded or made into canastas
4th hand: Starts over with Kings.
You can meld anything else anytime and use wilds.
REMEMBER: DON'T EVER TOUCH THE PILE.

BATTLESHIP NTC

BATTLESHIP

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The object of this game is to sink all 5 battleships of your opponent.
The battleships are: 4 Pt Boat, 5 Destroyer, 8 Submarine, 10 Battleship,
Aces Aircraft Carrier. To sink a battleship, you must canasta the card
assigned to it. You must confirm each sinking by typing in the room, example,
I sunk your pt boat or sunk 4s. It is up to you to keep track of which ones
you've sunk. You must sink all ships to get an automatic win. If you happen
to get lucky and sink their BATTLESHIP (10s) with a red canasta you win
automatically. Play must stop or auto win is voided. You can only sink
the BATTLESHIP once so if you sink it with a black canasta first, then a
red canasta in 10s later would not count for an auto win. First to sink
all five ships wins, once all ships are sunk game play is over and game
is cancelled. If you do not stop play and cancel it will be considered a DQ
and your ops will advance. If no one sinks all five ships then the player
who reaches 5000 first wins. You can meld and canasta anything you like
and go out whenever you like to save your own ships.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

BEAT THAT NTC

BEAT THAT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
If your opponent canastas 4s, you can only canasta 5s or higher.
Melding anything is fine, you can both have the same cards melded,
but each canasta must be at least ONE BETTER than the last one.
You can make more canastas on your turn, but they must be higher
than the last one you made. When Aces have been put to a canasta
no more canastas can be made by either player. You can go out anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

BIRTHDAY CAKE NTC (NOT FOR DOUBLES)

BIRTHDAY CAKE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this tourney you must make a birthday cake before you make
any canastas. Meld cards for the cake are 5, 6, 9, 10, Kings,
Aces and 7 is the candle. Once you have melded everything
for the cake you may make canastas and/or go out.
3, 4, 8, J and Q ARE DISCARDS ONLY.
REMEMBER: DON'T EVER TOUCH THE PILE.

BITE ME NTC

BITE ME NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld 4, 6, 9, 10, Queens, and Aces. All the rest
are junk cards, throw them away. If you get a red in
any 1 of your canastas you BITE your opponent and win.
IF YOU GET ALL FOUR RED 3S YOU WIN. Make as many black
canastas as you wish. Meld in any order. Go out anytime.
If you get a red canasta or all 4 red 3s BITE your op
and call the td to the table then cancel game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

BLACK OUT NTC

BLACK OUT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like REG NTC but if you meld everything 4s
thru Aces (black out the board) you automatically win the game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

BLOODY CUT NTC

BLOODY CUT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your FIRST Canasta MUST be RED, you only need 1 Canasta to go
out. You may make as many black Canastas as you wish, but your
FIRST Canasta MUST be RED.
REMEMBER: DON'T EVER TOUCH THE PILE.

BLOODY ROYALTY NTC

BLOODY ROYALTY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything you want, but cannot make any canastas
until you have 1 SET (ONLY ONE) 3 RED royalty cards
or 2 RED royalty cards (J, Q or K) melded with a RED 2 or a
Joker. (Jokers are considered color neutral.)
For example, you may meld red J red J red J or red J red J red 2
or red j red j joker. All black royalty and all other red royalty
(other than you used as above) are discard only. You may not
canasta any of your royalty melds.
REMEMBER: DON'T EVER TOUCH THE PILE.

BOOK ENDS NTC (NOT FOR DOUBLES)

BOOK ENDS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You MUST meld 4s and Aces ONLY in your INITIAL MELD (Just like
Book Ends). You may use wilds to achieve your INITIAL MELD.
On your SECOND turn you may meld any additional cards.
No Canastas are allowed on the INITIAL MELD. You may
Canasta on your SECOND turn. After the INITIAL MELD of 4s
and Aces ONLY, the rest of the hand is played as Regular NTC.
REMEMBER: DON'T EVER TOUCH THE PILE.

BOTS R US NTC

BOTS R US NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, able bots, points 5000
Bots are in control! Look out now as your partner does their
own thing and you just follow along! This fun filled tournament
takes each member in it and partners them with a bot! Bots have a
mind of their own and will not ask their partner if they can go out,
so, play accordingly. The pairs will be posted in doubles format even
though this is a single tourney. BOTS ARE TO BE ENABLED ON ALL TABLES
TO PLAY! This is the Standard Canasta format. You May meld You need
ONE CANASTA to go out. You may meld at any time. You may make
Canastas at any time. You may make as MANY Canastas as you wish,
but only ONE is needed to go out.

BOX KING NTC

BOX KING NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can Meld any cards at any time and make any Canastas at
any time. But you must have 9s, Queens, Kings and Aces
melded before you can go out. If you get a Red Canasta
in Kings you automatically win the game. On getting a Red Canasta
in Kings then call the TD to the table and cancel the game,
otherwise it is a Rated game. You only cancel on getting a
Red Canasta in Kings. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

CABIN FEVER NTC

CABIN FEVER NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
All FACE cards, Jacks, Queens, Kings (Because they have FACES) must stay in
the CABIN (Your Hand) until you can go out. They become "Junk Cards",
so, discard them. They MAY be melded and or made into a Canasta
ONLY if you are going out. If you meld or Canasta face cards
(J, Q, K) and are NOT able to go out, you will be DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

CANASTA BY MELD NTC

CANASTA BY MELD NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
If you have to meld 50 you only need 1 canasta to go out.
90 meld 2 canastas to go out.
120 meld 3 canastas to go out.
You may make as many canastas as you like but if you have less
than the amount required, it is a DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

CANASTA LEADS NTC (NOT FOR DOUBLES)

CANASTA LEADS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game has 1 Special rule. You must meld with a Canasta
as your INITIAL MELD every Hand. That means you need to make
a Canasta from your Hand to the board along with your
other Melded cards.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ CARD SHARK NTC ~*~NEW~*~

CARD SHARK NTC

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your discard has to be the same or higher value than what is
currently on the discard pile. A wild will reset the pile
and allow you to start over with a lower card. If you
cannot discard a card that is the same or higher value
than what is currently on the discard pile and are also
unable to reset the pile, then you will DQ. You may
meld anytime, but you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

CARD UP NTC

CARD UP NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this tourney, the game is decided by the TOP CARD turned
up automatically at the BEGINNING of each hand. If the card up
is RED, you play ONE Canasta to go out. If the card up is BLACK,
you play THREE Canastas to go out (More always acceptable).
Each hand is based on the UP CARD. Please announce CARD COLOR
and game for each hand to avoid confusion. If you don't have enough
Canastas when you go out, you will be disqualified.
REMEMBER: DON'T EVER TOUCH THE PILE.

CHAOS NTC (NOT FOR DOUBLES)

CHAOS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st HAND: Tripler NTC
Your first meld MUST have a RUN of 3 consecutive numbers
(ex: 456, 789, JQK, QKA, etc.) You may use wilds with these cards
to achieve your INITIAL MELD. On your NEXT turn you may meld any
additional cards. No canastas are allowed on the INITIAL MELD.
You may Canasta on your SECOND turn. After the INITIAL MELD of
consecutive numbers only, the rest of the game is played as
Regular NTC.
2nd HAND: Royals NTC
KINGSS OR QUEENS must be in the INITIAL MELD, you may have
OTHER cards or WILDS as well, but KINGS OR QUEENS must be
in with the INITIAL MELD. Once EITHER KINGS or QUEENS have
been melded, the game is played as Regular NTC. Meld anytime.
EITHER KINGS OR QUEENS. Out anytime.
3rd HAND: Cabin Fever
All FACE cards, Jacks, Queens, Kings (Because they have FACES)
must stay in the CABIN (Your Hand) until you can go out. They
become "Junk Cards", so discard them. They MAY be melded and or
made into a Canasta ONLY if you are going out. If you meld or
Canasta face cards (J, Q, K) and are NOT able to go out, you
will be DQ.
4th HAND: HITS NTC
You may ONLY meld or Canasta 8s, 9s, 10s, Jacks, Queens, Kings,
Aces because they are "high cards" and this is HIGH IN THE SKY.
All the lower cards become "junk cards" so discard them.
Out anytime.
5th HAND: Lucky 6s NTC
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST
CANASTA in 6s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
6th HAND: Queens NTC
Queens MUST be in the INITIAL MELD, you may have other cards and
wilds as well, Once Queens have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

CLOUD 9 NTC

CLOUD 9 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 9s in your INITIAL MELD, you can have other melds also but no 9s then no meld.
You can make as many canastas as you like but you cannot go out till you have a canasta in 9s.
A red canasta in 9s is an AUTO win.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

COL (COST OF LIVING) NTC

COST OF LIVING NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Things are always going UP! And so is the COST OF LIVING!
1st Hand: 4s must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but 4s must be in the INITIAL MELD.
2nd Hand: 5s must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but 5s must be in the INITIAL MELD.
3rd Hand: 6s must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but 6s must be in the INITIAL MELD.
Continue this way thru the entire deck until the game is over.
REMEMBER: DON'T EVER TOUCH THE PILE.

COL (COST OF LIVING) WITH A TWIST NTC

COST OF LIVING WITH A TWIST NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Things are always going UP! And so is the COST OF LIVING!
But NOW we add a TWIST!
1st Hand: 4s must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but 4s must be in the INITIAL MELD.
2nd Hand: 5s must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but 5s must be in the INITIAL MELD. TWIST: If
you did not meld 4s in the first hand, you are still at the beginning
and must STILL meld 4s. You may not advance to melding 5s until you
have completed melding the original 4s. Your Opponent will move on to
melding the 5s if she has successfully completed melding her 4s.
3rd Hand: 6s must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but 6s must be in the INITIAL MELD.
TWIST: You may ONLY move on to melding 6s if you have successfully melded
your 4s and 5s. Continue this way thru the entire deck until the game is over.
REMEMBER: DON'T EVER TOUCH THE PILE
REMEMBER: Your OPP may be on a different meld than you are, on each hand.
If BOTH players meld the required move, then they BOTH move up in the next
hand. If only ONE player melds the required card, then only THAT player
will move up to the next number in the next hand.

COLT 45 NTC

COLT 45 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 4s and 5s in your INITIAL MELD, you may use other
cards and wilds. You can go out anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

CONFUSION NTC/PU

CONFUSION NTC/PU

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1ST HAND: REG PU
This is the Standard Canasta format. It is played Draw 2 cards,
2 canastas to go out. MELD anytime. TAKE the pile any time.
OUT anytime.
2ND HAND: NTC
You need ONE CANASTA to go out. You may meld at any time.
You may make canastas at any time. You may make as MANY
Canastas as you wish, but only ONE is needed to go out.
3RD HAND: JOB PU
Your first MELD has to be JACKS or BETTER (Jacks, Queens, Kings, Aces).
Your first CANASTA has to be JACKS or BETTER (Jacks, Queens, Kings, Aces).
You may meld wilds with your cards, but you have to wait for the NEXT
TURN to meld cards other than Jacks, Queens, Kings, or Aces. Your FIRST
meld must be Jacks, Queens, Kings or Aces only. On your NEXT TURN you may
meld any cards you wish. REMEMBER: You need 2 canastas to go out!!! Take the
pile!!!
4TH HAND: MYSTERY NTC
The UP CARD of the deck will foretell the game. Example: If the UP CARD is a
4, you need to use 4s in your INITIAL MELD. Example: If the UP CARD is a KING
in the next hand, you will have to use KINGS in your INITIAL MELD. You
may use other cards and wilds to meld, but whatever the UP CARD is, it
must be in your INITIAL MELD. Once the UP CARD has been melded the
game is played like REGULAR NTC.
Note: If the UP CARD is a 2, JOKER, BLACK 3, OR RED 3 game will be REGULAR NTC
for that hand. And remember, this is NTC, so you may NEVER EVER take the pile.
HINTS: It is a good idea to always TYPE what the UP CARD is, into the room.
Many Hatfield and McCoy battles have been saved by simply typing the UP CARD
at the beginning of each hand.
If you need more than 4 hands, simply start at top again and
continue this process. Keep going till someone wins.
REMEMBER: DON'T EVER TOUCH THE PILE.

COPYCAT NTC

COPYCAT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like REGULAR NTC with one exception.
You may NEVER meld ANYTHING your opponent has laid on the table.
So, you want to lay down as fast as you can. You may Canasta
something the other player HAS melded, as long as it DOES NOT
HIT THE TABLE. You only need 1 Canasta to go out.
REMEMBER: You may meld something your opponent has made to a canasta
as long as you both at no time during the game have the same thing
on the table.
REMEMBER: DON'T EVER TOUCH THE PILE.

CORNER POCKETS NTC

CORNER POCKETS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must get all 4 corners (4, 6, J, Aces). You may meld anything
in your INITIAL MELD. You can NOT make any canastas until you
have melded all 4 corners. If you get a RED CANASTA in "8s"
(sinking the 8 ball) it is an automatic win
(you don't need to have all 4 corners)
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

CORNER SPOT NTC

CORNER SPOT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything at any time. You must have a canasta in
6 or Jacks or Aces to go out. If you get a red canasta in 6s,
Jacks and Aces it is an auto win. Play must stop or auto win
is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

COWBOY CANASTA

COWBOY CANASTA

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Jacks and Kings are the cowboys and BOTH must be in the INITIAL MELD.
You may use wilds in the INITIAL MELD but ONLY Jacks and Kings may be
in the INITIAL MELD. You have to have the cowboys before you can
ride the range. If you get a red canasta in Jacks or Kings you
automatically win the game with a full bunk house. Call the TD
to the table to verify the win. 6s, 8s, 9s, 10s and Queens are
the lassoed and branded cattle. They have closed loops
proving they have been roped. They can be melded in your
second meld and you can canasta them. 3s, 4s, 5s, 7s, and
Aces belong to the Curving Stick Ranch and must be released
(discarded). You cannot meld 3s, 4s, 5s, 7s, and Aces or you
are rustling (DQ). You can keep the red 3s as they are cow ponies.
Happy trails to you in your roundup. Remember: Kings and Jacks
only in your INITIAL MELD. On your second meld, you may play 6s,
8s, 9s, 10s and Queens. You may never meld Black 3s, and all 4s,
5s, 7s, and Aces. A red canasta in Jacks or Kings wins the game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

CRAZY RED 3S NTC

CRAZY RED 3S

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The REASON you set the table for 2-2-1 in this game, is you COULD
end up only drawing ONE Red 3. This is a hard game but a fun one
because you are at the "Dealers Mercy". You MUST WAIT until ALL
the Red 3s are out BEFORE you are allowed to put up canastas.
You can have canastas in your hand and be READY to go but you
CANNOT put a Canasta up until ALL the Red 3s are out.
After ALL the Red 3s are out you may put your canastas up,
but you need a MINIMUM number of canastas equal to the amount
of Red 3s that you have drawn to go out. So, if the Dealer only
gave you ONE Red 3, and your opponent got THREE Red 3s, you
only NEED a MINIMUM of ONE CANASTA to go out, HE needs a
MINIMUM of THREE canastas to go out. If you drew 2 Red 3s
and your opponent got the other 2 Red 3s, you both need
a MINIMUM of 2 canastas to go out. You may put up as
many canastas as you wish once ALL the Red 3333s are out.
Red Canastas or Black Canastas are fine. If you get all
4 Red 3s you lose the game. If the last Red 3 is the LAST CARD
in the deck, NO ONE gets to put Canastas up. Meld what you have
and SLAP THE DEALER.
REMEMBER: DON'T EVER TOUCH THE PILE.

CRAZY ROYALTY NTC

CRAZY ROYALTY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
THIS TOURNEY IS ALTERNATING HANDS OF BLOODY AND SHADY ROYALTY
Hand 1: BLOODY ROYALTY NTC
You may meld anything you want, but cannot make any canastas until
you have 1 SET (ONLY ONE) 3 RED royalty cards or 2 RED royalty
cards (J, Q or K) melded with a RED 2 or a Joker. (Jokers are
considered color neutral.) For example, you may meld
red J red J red J or red J red J red 2 or red j red j joker.
All black royalty and all other red royalty (other than you
used as above) are discard only. You may not canasta any of
your royalty melds.
Hand 2: SHADY ROYALTY NTC
You may meld anything you want, but cannot make any canastas until
you have 1 SET (ONLY ONE) 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. For example, you may meld black J black J black J
or black J black J black 2 or black j black j joker. All red royalty
and all other black royalty (other than you used as above) are discard
only. You may not canasta any of your royalty melds.
REMEMBER: DON'T EVER TOUCH THE PILE.

CRYING FOOL NTC

CRYING FOOL NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
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. You CAN make a canasta in your original meld.
(EX: I melded 992, JJJ and AAA SO I CAN PICK BETWEEN 9s, Js or As for
my opponent to have on their FIRST meld.... I pick 9s so I type at
table 9s so opponent knows what must be in their first meld.)
If the first person to meld only melds 1 card (let's say Aces)
then that card is automatically the meld card needed by the
other player(s). If the first person to meld melds more than 1 card
as in the example above and does not name the card at the table
before discarding, then it is a DQ. You repeat each hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

DAILY SPECIAL NTC (NOT FOR DOUBLES)

DAILY SPECIAL NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1ST HAND - 4s and 8s NTC
4s and 8s must be in your INITIAL MELD. You can have other cards
and wilds as well, but 4s and 8s must be in your INITIAL MELD.
Once 4s and 8s have been melded the game is played like
REGULAR NTC. You can meld anytime and go out anytime.
2ND HAND - Kings NTC
Kings must be in your INITIAL MELD. You can have other cards and
wilds as well, but Kings must be in your INITIAL MELD. Once Kings
have been melded the game is played like REGULAR NTC. You can meld
anytime and go out anytime.
3RD HAND - 5s NTC 5s must be in your INITIAL MELD. You can have other cards and
wilds as well, but 5s must be in your INITIAL MELD. Once 5s have
been melded the game is played like REGULAR NTC. You can meld
anytime and go out anytime.
4TH HAND - NTC You can meld anything anytime and go out anytime. Once you have
finished the 4th hand you go back to the beginning and start
with the first hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ DARK QUEENS NTC ~*~NEW~*~

DARK QUEENS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld and canasta anything at any time, but Queens
must be the last canasta made in order to go out. If you go
out and you do not have a canasta in Queens, you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

DARN 3S NTC (NOT FOR DOUBLES)

DARN 3S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Once you have a RED 3 you cannot make any canastas. You can
meld anything and go out anytime. Make as many canastas as
you want as long as you do not have any RED 3s. So, if you are
dealt with Red 3s then you cannot make any canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

DEADMANS HAND NTC (NOT FOR DOUBLES)

DEADMANS HAND NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You MUST have BOTH 8s and Aces in your INITIAL MELD.
You may use wilds and other cards to achieve your INITIAL MELD
of 8s and Aces. The rest of the game is played as Regular NTC.
MELD anytime. OUT anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

DEAD MEN TELL NO TALES NTC (NOT FOR DOUBLES)

DEAD MEN TELL NO TALES NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your FIRST CANASTA must be Aces or 8s. If you make your
FIRST CANASTA in Aces, then they are DEAD and your OPPs
first Canasta MUST be 8s. If your OPPs first Canasta is 8s
then YOUR first Canasta must be Aces. You cannot make a
Canasta of BOTH (even if you may have the cards). Your FIRST
Canasta may ONLY be Aces or 8s. You may meld ANY cards
at ANY time, but your FIRST CANASTA must be Aces or 8s.
You may make additional canastas if you wish.
REMEMBER: DON'T EVER TOUCH THE PILE.

DEAD WOMANS NTC (NOT FOR DOUBLES)

DEAD WOMANS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may not Meld or Canasta Queens or Aces so throw away
all your Queens and Aces. They are "Junk Cards". Your
INITIAL MELD must include Kings and Jacks, then the rest
of the game is played like Regular NTC. You can Meld
and Go Out anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ DEVILS CRYING FOOL NTC ~*~NEW~*~

DEVILS CRYING FOOL NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is a combination of the games Crying Fools NTC and
Devil Fools NTC. The FIRST person to meld chooses 1 card in
their original meld for their opponent to need in their first
meld. You CAN make a canasta in your original meld. You may
NOT choose 6s in your INITIAL MELD. (EX: I melded 992, JJJ
and AAA SO I CAN PICK BETWEEN 9s, Js or As for my opponent to
have on their FIRST meld.... I pick 9s so I type at table 9s,
so your opponent knows what must be in their first meld.) If
the first person to meld only melds 1 card (let's say Aces)
then that card is automatically the meld card needed by the
other player(s). In order to go out, you must have exactly
3 natural 6s melded. No wilds on the sixes and if more than
3 sixes, you cannot go out. If the first person to meld
melds more than 1 card as in the example above and does not
name the card at the table before discarding or melds a wild
with your sixes, then it is a DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ DEVILS FOOL NTC ~*~NEW~*~

DEVILS FOOL NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything, anytime but in order to go out
you must have exactly 3 natural 6s melded. No wilds on
the sixes and if more than 3 sixes, you cannot go out.
If you meld a wild with your sixes, you DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

DIAMOND MINE NTC (NOT FOR DOUBLES)

DIAMOND MINE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
5s, 7s, 10s, and Kings are the only cards allowed to be melded.
All other cards are discards. Once you meld the 5s, 7s, 10s,
and Kings then you can make canasta(s). No canastas until
the diamond is melded. Wild cards can be used to make
melds or canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

DIME STORE NTC (NOT FOR DOUBLES)

DIME STORE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
5s and 10s MUST be in the INITIAL MELD, you may have OTHER cards
and wilds as well, but 5s and 10s MUST be in with the INITIAL
MELD. Once 5s and 10s have been melded the game is played like
normal NO TOUCH CUT. MELD anytime. OUT anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

DON'T LEAVE ME BEHIND NTC

DON'T LEAVE ME BEHIND NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything, anytime but each player must have at
least 1 canasta before either player may go out. If you go out
and your opponent is without a canasta made you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

DOWN IN THE VALLEY NTC

DOWN IN THE VALLEY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may ONLY meld and Canasta Aces, 3s, 4s, 5s, 6s, and 7s
(Because these are "low cards" and you are DOWN IN THE VALLEY).
The 8s, 9s, 10s, Js, Qs, and Ks become "junk cards", so simply
discard them. MELD anytime. OUT anytime.
REMEMBER: The ACES are LOW CARDS.
REMEMBER: DON'T EVER TOUCH THE PILE.

ELLE NTC

ELLE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must make an L by melding only 7s, 8s, 9s, 10s, Aces.
All other cards are discards only. You may use wilds.
You must meld the L before making canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

EVEN OR ODD NTC

EVEN OR ODD NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
If the first card up is ODD (3, 5, 7, 9, Jack, King) you
can only meld/canasta (3s, 5s, 7s, 9s, Jacks, Kings) and
a RED in 7s is an AUTO WIN.
If the first card up is even (4, 6, 8, 10, Queen, Ace) you
can only meld/canasta (4s, 6s, 8s, 10s, Queens, Aces) and
a RED in 6s is an AUTO WIN.
If you get an auto win please cancel game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

EVEN STEVEN NTC

EVEN STEVEN NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld and canasta 4s, 6s, 8s, 10s, Qs, As and
wilds. You may meld and canasta the even cards at any time.
You do not need all even cards melded before you make
canastas. All other cards are discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

FACELESS NTC

FACELESS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may NEVER meld or Canasta JACKS, QUEENS, OR KINGS
(Because they have "Faces"). So, throw away all the
Jacks, Queens, and Kings. They become "junk cards".
MELD anytime. OUT anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

FACELESS HITS NTC

FACELESS HITS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You alternate hands of Faceless and Hits. Only 1 canasta
is needed to go out in Hits.
Hand 1: Faceless NTC
Timer, disable bots, points 5000
You may NEVER meld or Canasta JACKS, QUEENS, OR KINGS
(Because they have "Faces"). So, throw away all the
Jacks, Queens, and Kings. They become "junk cards".
MELD anytime. OUT anytime.
Hand 2: HITS NTC
You may ONLY meld or Canasta 8s, 9s, 10s, Jacks, Queens, Kings,
Aces 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.

FACELESS SEXY ACES NTC

FACELESS SEXY ACES NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
There are 3 RULES for this tourney.
1. You cannot meld Jacks, Queens and Kings. So, throw your
Jacks, Queens, Kings as discards Only.
2. ACES must be in INITIAL MELD. You can have other cards as well,
but ACES must be in with the INITIAL MELD.
3. You must also have sex (6s and 9s) melded before you make
any canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

FIGURE 8 NTC

FIGURE 8 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld and canasta anything at any time but you
cannot go out until you have a canasta in 8s.
REMEMBER: DON'T EVER TOUCH THE PILE.

FLIGHT 93 NTC

FLIGHT 93 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
9s Must be in your INITIAL MELD, you may have other cards
and wilds as well, but 9s must be in your INITIAL MELD.
Once 9s have been melded the game is played like normal NTC.
You must meld black 3s to go out. If you go out and do not meld
black 3s, you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

GAMBLE NTC

GAMBLE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
NO SETTINGS ARE SET until both players name a card. The
first player to make a canasta from their own named card
gets an automatic win. If neither player
makes the canasta that was gambled on, the player with the
highest score after all hands wins. You may NOT make any
canastas, until the card you gambled on has been melded
each hand. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

GAME OF MYSTERY NTC

GAME OF MYSTERY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
But the number of canastas needed will depend on the game
played. You must have the correct number (or more)
canastas per game before you go out or you will DQ. DO NOT
TOUCH THE PILE. EVER. The UP CARD of the deck will foretell
the game.


REMEMBER: DON'T EVER TOUCH THE PILE. GRAND SLAM DUNK NTC (NOT FOR DOUBLES)

GRAND SLAM DUNK NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You cannot meld anything unless you can go out directly.
You must meld everything in one throw then discard if
necessary. If you do not meld everything at one time
and go out then you DQ. You can't meld anything unless
you can go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

HEINZ 57 NTC (NOT FOR DOUBLES)

HEINZ 57 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You MUST have BOTH 5s AND 7s in your INITIAL MELD. You may use
wilds and other cards to achieve your INITIAL MELD of 5s and
7s. The rest of the game is played as Regular NTC. MELD anytime.
OUT anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

HIGH LOW NTC

HIGH LOW NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Red seats can only Meld high cards 9s, 10s, Jacks, Queens,
Kings and Aces. You may not Canasta 4s, 5s, 6s, 7s or 8s
if you are Red. Blue seats can only Meld low cards 4s,
5s, 6s, 7s, 8s and Aces. You may not Canasta 9s, 10s, Jacks,
Queens or Kings if you are Blue. The Aces are both high and
low so anyone can use them to Meld. You may not meld black 3s.
MELD anytime. OUT anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

HORSESHOE NTC (NOT FOR DOUBLES)

HORSESHOE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld and canasta the 4s, 5s, 6s, 10s, Queens,
Kings, Aces, and Wilds. All other cards are for discards only.
So, throw away those black 3s and all 7s, 8s, 9s, and Jacks.
All cards (4s, 5s, 6s, 10s, Queens, Kings, and Aces) must be melded
before making any canastas. You can however meld in any order.
REMEMBER: DON'T EVER TOUCH THE PILE.

HOT TENS ON TOP NTC

HOT TENS ON TOP NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld 10S with your INITIAL MELD. You may use others
to meld with them but you must have 10s in meld.
If you get a red canasta in 10s you get HOT TENS ON TOP and
win automatically. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

I'M SCREWED NTC

I'M SCREWED NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In each hand if you are the 1st to draw and Top card is black
you can only meld or canasta 4s, 5s, 6s, 7s, 8s, and your
opponent has the opposite. If top card is red you can only
meld or canasta 9s, 10s, Jacks, Queens, or Kings. You can
NEVER meld or canasta black 3s and aces so throw them out.
REMEMBER: DON'T EVER TOUCH THE PILE.

IN THE DARK NTC

IN THE DARK NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st HAND
Before either player pushes Start the Host of the table names
either 4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, Kings or Aces.
The card selected by the Host is the card which must be in your
INITIAL MELD for that Hand. You can have Wilds and Jokers with
the named card to make your INITIAL MELD but you cannot use any
other cards as well as the selected card to make your INITIAL MELD.
After you have made your INITIAL MELD you can Meld or Canasta
anything you like. If you forget to name a card then the Hosting TD
will come to the table and name one for you.
2nd HAND
Before either player pushes Start the Opponent of the table names
either 4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, Kings or Aces.
The card selected by the Opponent is the card which must be in your
INITIAL MELD for that Hand. You can have Wilds and Jokers with
the named card to make your INITIAL MELD but you cannot use any
other cards as well as the selected card to make your INITIAL MELD.
After you have made your INITIAL MELD you can Meld or Canasta
anything you like. If you forget to name a card then the Hosting TD
will come to the table and name one for you.
The Hands then rotate between players. You must name the card to Meld .
before looking at your Hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

JACK N 7 NTC

JACK N 7 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 7s or Jacks in first meld. You can use wilds
and other cards but you must have a canasta in 7s or Jacks
to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

JACKS NTC

JACKS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Jacks MUST be in the INITIAL MELD. You may have other cards and
wilds as well, Once Jacks have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

JOB (JACKS OR BETTER) NTC

JOB (JACKS OR BETTER) NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your first MELD has to be JACKS or BETTER (Jacks, Queens, Kings,
Aces). Your first CANASTA has to be JACKS or BETTER (Jacks, Queens,
Kings, Aces). You may meld wilds with your cards, but you have to
wait for the NEXT TURN to meld cards other than Jacks, Queens,
Kings, or Aces. Your FIRST meld must be Jacks, Queens, Kings
or Aces only. On your NEXT TURN you may meld any cards you wish.
REMEMBER: DON'T EVER TOUCH THE PILE.
HINTS: Your INITIAL MELD has to be Jacks, Queens, Kings, or
Aces ONLY. Use as many wilds as is necessary. On your NEXT TURN
you may meld anything else. Your FIRST CANASTA has to be Jacks,
Queens, Kings, or Aces. You may put up as many Canastas as you wish
but be sure that the FIRST one to go up is JACKS or BETTER. If
you put up three Canastas, be sure the first one going up is
JACKS or BETTER. Anything after that is fine. You may only go
out when you have your first Canasta up as Jacks, Queens, Kings, or
Aces. You may close as many Canastas as you want as long as the first
one is JACKS or BETTER.

~*~NEW~*~ JOKER SHUFFLE NTC ~*~NEW~*~

JOKER SHUFFLE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is a twist to Limbo the Joker NTC.
1st Hand Ace the Joker NTC -
Players must have Aces melded with a Joker in their first meld.
2nd Hand 4 the Joker NTC -
Players must have Fours melded with a Joker in their first meld.
3rd Hand King the Joker NTC -
Players must have Kings melded with a Joker in their first meld.
4th Hand 5 the Joker NTC -
Players must have Fives melded with a Joker in their first meld.
5th Hand Queen the Joker NTC -
Players must have Queens melded with a Joker in their first meld.
6th Hand Six the Joker NTC, if needed.
If more hands are to be played then continue onto Jacks and etc.
REMEMBER: DON'T EVER TOUCH THE PILE.
*HINT* When melding multiple cards, the JOKER will go with the lowest card.

JOKES ON YOU NTC

JOKES ON YOU NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In your INITIAL MELD you must use a joker with a face card
(Jacks, Queens, or Kings), which you may never canasta.
Please type which face card you use with joker to Meld
at the table. You may meld and canasta other face cards
with or without jokers. One canasta to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

K9 NTC (NOT FOR DOUBLES)

K9 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must Meld Kings and 9s only in your INITIAL MELD. You
may use Wilds to achieve your INITIAL MELD. On your Next
Turn you may meld any other cards. No Canastas are allowed
on your INITIAL MELD. You may Canasta on your Next Turn.
After the INITIAL MELD of only Kings and 9s the rest of
the game is played as Regular NTC. You may Meld and Go Out
at any time.
REMEMBER: DON'T EVER TOUCH THE PILE.

KICK IT UP A NOTCH NTC

KICK IT UP A NOTCH NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Beware. Play if you Dare. Do you have what it Takes? While
Crying Fools
is fun, Let’s Kick it up a Notch. This game is played
as Crying Fools NTC and SOS NTC with a twist.
Crying Fools NTC:
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. You CAN make a canasta in your original meld.
(EX: I melded 992, JJJ and AAA SO I CAN PICK BETWEEN 9s, Jacks or Aces for
my opponent to have on their FIRST meld.... I pick 9s so I type at
table 9s so opponent knows what must be in their first meld.)
If the first person to meld only melds 1 card (let's say Aces)
then that card is automatically the meld card needed by the
other player(s). If the first person to meld melds more than 1 card
as in the example above and does not name the card at the table
then it is a DQ. You repeat each hand.
SOS NTC:
6s or 7s must be in your INITIAL MELD. You must have a canasta in
6s or 7s to go out.
NOW WE KICK IT UP A NOTCH.
The first person to meld calls the card but also must have
6s and 7s in the meld. So, if a player calls 8s, then their
meld must be 8s, 6s or 7s in their INITIAL MELD. Their opponent
must also meld 8s, 6s or 7s in INITIAL MELD.
REMEMBER: DON'T EVER TOUCH THE PILE.
KINGS NTC

KINGS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Kings MUST be in the INITIAL MELD. You may have other cards and
wilds as well, Once Kings have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T PICK UP THE PILE.

KING SMOKE NTC

KING SMOKE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
JACKS and KINGS must be in INITIAL MELD, you may use other cards
and wilds. You must have a canasta in JACKS or KINGS to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ KOALAS AND ROOS NTC ~*~NEW~*~

KOALAS AND ROOS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The Kangaroos live with Koalas. Since they are friends you
must meld the Kings, Koalas with a 2, Roos (example KK
with a 2) together in your INITIAL MELD. You may not
add a Joker to your Koalas in your INITIAL MELD. In order
to go out, you must have a canasta in Kings before you
go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

LADIES AND GENTS NTC

LADIES AND GENTS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything you want but you have to have Queens
and Kings Melded before making any Canastas. You can use
Wilds and Jokers with your Queens and Kings but they have
to be Melded before any Canastas are made. You can Meld
both directly into a canasta to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

LADIES NIGHT OUT NTC

LADIES NIGHT OUT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have Aces and Queens Melded on the table before
you can Go Out. You may Meld and make Canastas at any time
but to Go Out you must have Melded Aces and Queens to the
table. Please make sure your opponent(s) see the aces and
queens on the table if you are going out in the same turn.
REMEMBER: DON'T EVER TOUCH THE PILE.

LADIES UP HIGH NTC

LADIES UP HIGH NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may Meld and Canasta at any time but you may only put Queens
Straight into a Canasta. You may not Discard or Meld Queens
to the table they may only go Straight to a Canasta.
If you do Discard or Meld Queens to the table you will
be DQ and Lose the game.
REMEMBER: DON'T EVER TOUCH THE PILE.

LEADER MAKES 2 NTC

LEADER MAKES 2 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st HAND is NTC for BOTH players. For the rest of the hands,
the player with the highest score, i.e. THE LEADER MUST
have 2 canastas to go out. The other player only needs 1
canasta to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

LIMBO NTC

LIMBO NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
How low can you go?
1st Hand: Aces NTC
Aces MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once Aces have been melded the game is played
like normal NO TOUCH CUT.
2nd Hand: Kings NTC
Kings MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once Kings have been melded the game is played
like normal NO TOUCH CUT.
3rd Hand: Queens NTC
Queens MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once Queens have been melded the game is played
like normal NO TOUCH CUT.
4th Hand: Jacks NTC
Jacks MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once Jacks have been melded the game is played
like normal NO TOUCH CUT.
5th Hand: 10s NTC
10s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 10s have been melded the game is played
like normal NO TOUCH CUT.
6th Hand: 9s NTC
9s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 9s have been melded the game is played
like normal NO TOUCH CUT.
If more hands are to be played then continue onto 8s and etc.
REMEMBER: DON'T EVER TOUCH THE PILE.
LIMBO THE JOKER NTC

LIMBO THE JOKER NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
How low can you go?
1st Hand: Ace the Joker NTC
Players must have Aces melded with a Joker in their first meld.
2nd Hand: King the Joker NTC
Players must have Kings melded with a Joker in their first meld.
3rd Hand: Queen the Joker NTC
Players must have Queens melded with a Joker in their first meld.
4th Hand: Jack the Joker NTC
Players must have Jacks melded with a Joker in their first meld.
5th Hand: Ten the Joker NTC
Players must have Tens melded with a Joker in their first meld.
6th Hand: Nine the Joker NTC, if needed.
If more hands are to be played then continue onto 8s and etc.
*HINT* When melding multiple cards, the JOKER will go with the
lowest card.

REMEMBER: DON'T EVER TOUCH THE PILE.
LOW HIGH NTC

LOW HIGH NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: LOW NTC
You have to meld either 4s, 5s, 6s, 7s, or 8s. You may use wild cards
to help make the meld or canastas. You have to have at least
1 Canasta to go out. Discard 9 through Aces. If you meld or Canasta
9 through Aces, you DQ. You may never meld or Canasta 9s, 10s, Jacks,
Queens, Kings or Aces in this hand.
2nd Hand: HIGH NTC
You have to meld 9s, 10s, Jacks, Queens, Kings or Aces. You may use
wild cards to help make the meld or Canastas. You have to have at
least 1 Canasta to go out. Discard 4s, 5s, 6s, 7s or 8s. If you meld
or Canasta 4 through 8, you DQ. You may never meld or Canasta 4s, 5s,
6s, 7s or 8s in this hand. The hands then rotate between 1st HAND LOWS
and 2nd HAND HIGHS until someone wins the game. Players at the table
should state whether it is LOW or HIGH hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY 4S NTC

LUCKY 4S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 4s. When you have made your FIRST
CANASTA in 4s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY 5S NTC

LUCKY 5S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 5s. When you have made your FIRST
CANASTA in 5s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY 6S NTC

LUCKY 6S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST
CANASTA in 6s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY 6S WITH A TWIST NTC

LUCKY 6S WITH A TWIST NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST
CANASTA in 6s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
THE TWIST:
You may make RED (and only RED) Canastas at any time. If you
make a RED Canasta you may go out at any time. NO Black Canastas
until you have made a canasta in 6s.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY 7S NTC

LUCKY 7S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 7s. When you have made your FIRST
CANASTA in 7s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY 8S NTC

LUCKY 8S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 8s. When you have made your FIRST
CANASTA in 8s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY 9S NTC

LUCKY 9S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 9s. When you have made your FIRST
CANASTA in 9s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY 10S NTC

LUCKY 10S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 10s. When you have made your FIRST
CANASTA in 10s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY ACES NTC

LUCKY ACES NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN ACES. When you have made your FIRST
CANASTA in ACES (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY JACKS NTC

LUCKY JACKS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN JACKS. When you have made your FIRST
CANASTA in JACKS (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY KINGS NTC

LUCKY KINGS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN KINGS. When you have made your FIRST
CANASTA in KINGS (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

LUCKY QUEENS NTC

LUCKY QUEENS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN QUEENS. When you have made your FIRST
CANASTA in QUEENS (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

MAYHEM NTC

MAYHEM NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: 5s NTC
5s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 5s have been melded the game is played
like normal NO TOUCH CUT.
2nd hand: 69 NTC
6s OR 9s must be in the INITIAL MELD. You may meld other cards
or wilds as well. Once EITHER 6s OR 9s have been melded, the
game the game is played as regular NTC. Meld any time,
out any time. You may make as many canastas as you wish,
but only one is needed to go out.
3rd Hand: ACES NTC
Aces MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once Aces have been melded the game is played
like normal NO TOUCH CUT.
4th Hand: NTC
You need ONE CANASTA to go out. You may meld at any time.
You may make canastas at any time. You may make as MANY
Canastas as you wish, but only ONE is needed to go out.
After 4th hand, you start rotation over again.
REMEMBER: DON'T EVER TOUCH THE PILE.

MENS NIGHT OUT NTC

MENS NIGHT OUT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have KINGS and JACKS Melded before you can Go Out.
You may meld KINGS and/or JACKS but to Go Out you must have
Melded KINGS and JACKS. You may Meld and make Canastas at
any time but to Go Out you must have Melded KINGS and JACKS.
REMEMBER: DON'T EVER TOUCH THE PILE.

MM GOOD (NOT FOR DOUBLES)

MM GOOD NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
4s, 5s, 6s, 9s, 10, Queens, Kings and Aces are the only cards
allowed to be melded. All other cards are discards.
Once you meld the 4s, 5s, 6s, 9s, 10s, Queens, Kings
and Aces then you can make canasta(s). No canastas until
the M is melded. Wild cards can be used to make melds
or canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

MOTEL NTC

MOTEL NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: 6s NTC
6s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 6s have been melded the game is played
like normal NO TOUCH CUT.
2nd hand: 8s NTC
8s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 8s have been melded the game is played
like normal NO TOUCH CUT.
3rd hand: 6s and 8s NTC 6s and 8s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 6s and 8s have been melded the game is played
like normal NO TOUCH CUT.
4th hand starts over with 6s.
REMEMBER: DON'T EVER TOUCH THE PILE.

MYSTERIO NTC

MYSTERIO NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need 6s, 9s or Aces in your INITIAL MELD. A red canasta
in 6s, 9s or Aces is an AUTO win. Play must stop or auto win
is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

MYSTERY NTC

MYSTERY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The UP CARD of the deck will foretell the game. Example: If
the UP CARD is a 4, you need to use 4s in your INITIAL MELD.
Example: If the UP CARD is a KING in the next hand, you will
have to use KINGS in your INITIAL MELD. You may use other
cards and wilds to meld, but whatever the UP CARD is, it
must be in your INITIAL MELD. Once the UP CARD has been
melded the game is played like REGULAR NTC.
Note: If the UP CARD is a 2, JOKER, BLACK 3, OR RED 3 game will be
REGULAR NTC for that hand. And remember, this is NTC.
HINTS: It is a good idea to always TYPE what the UP CARD is, on the table.
Many Hatfield and McCoy battles have been saved by simply typing
the UP CARD at the beginning of each hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

MYSTERIOUS QUEENS NTC

MYSTERIOUS QUEENS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The top card of the discard pile is what you will need in your
INITIAL MELD with Queens. For example, the first card is a 4,
then you will need Queens and 4s in your INITIAL MELD.
You may use wilds and other cards. If the new hand starts out with
a black 3 on the discard pile, then you only need Queens in
your INITIAL MELD.
REMEMBER: DON'T EVER TOUCH THE PILE.

NAME YOUR NASTA NTC

NAME YOUR NASTA NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Before you Click Start you must say what Card you want to
Canasta for the Whole game. If you decide on Queens for
example you must make a Canasta in Queens every round to
be able to Go Out. You can Meld and Canasta what you want
when you want, but to Go Out you must have a Canasta in
the Card you chose at the Start of the game. Let the Hosting
TD know what Card you have chosen before you Start the game.
REMEMBER: DON'T EVER TOUCH THE PILE.

NASTA NTC (NOT FOR DOUBLES)

NASTA NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: N
9s must be in your INITIAL MELD the rest of the hand is played
as Regular NTC.
2nd Hand: A
Aces must be in your INITIAL MELD the rest of the hand is played
as Regular NTC.
3rd Hand: S
6s and 7s must be in your INITIAL MELD the rest of the hand is
played as Regular NTC.
4th Hand: T
10s must be in your INITIAL MELD the rest of the hand is played
as Regular NTC.
5th Hand: A
Aces must be in your INITIAL MELD the rest of the hand is played
as Regular NTC.
If you need more than 5 hands then start from the beginning.
REMEMBER: DON'T EVER TOUCH THE PILE.

NEED FOR SPEED NTC

NEED FOR SPEED NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like Regular NTC with one exception.
If you get a Red Canasta you Automatically Win the game.
Play must stop or auto win is voided.
If no one gets a Red Canasta the game is continued until one
player reaches 5000 or more.
REMEMBER: DON'T EVER TOUCH THE PILE.

NEW YEAR RESOLUTION NTC

NEW YEAR RESOLUTION NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Since Women make the most New Year Resolutions, QUEENS must be
in your INITIAL MELD. The most common resolution is to lose
weight so all canastas must only be 4s, 5s, 6s, 7s, 8s
and Aces. You may meld 9s, 10s and Queens but you may
not canasta them. Jacks and Kings are the reason women
diet and may never be melded or made into canastas.
They are discarded only.
REMEMBER: DON'T EVER TOUCH THE PILE.

NO MEN ALLOWED NTC

NO MEN ALLOWED NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may NOT meld or Canasta Jacks or Kings. NO MEN ALLOWED.
Jacks and Kings are "junk cards" so discard them.
Since a JOKER is a MAN, you may NOT meld any JOKERs on the
table. Jokers may be added to canastas or discarded. As long
as you have 4 naturals on the table you may add any 3 wilds
to make it a canasta. You may add 3 JOKERS to make a canasta
as that closes the canasta. What you may not do is have
4 of 5 naturals and add 1 JOKER so that it is not a canasta.
MELD anytime. OUT anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

NO SEX NTC

NO SEX NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may NOT meld or canasta 6s or 9s at any time. This is
NO SEX NTC. The 6s and 9s are discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

NTC

NO TOUCH CUT

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need ONE CANASTA to go out. You may meld at any time.
You may make canastas at any time. You may make as MANY
Canastas as you wish, but only ONE is needed to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

ODD TODD NTC

ODD TODD NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld and canasta 3s, 5s, 7s, 9s, Js, Ks and wilds.
You may meld and canasta the ODD cards at any time.
You do not need all ODD cards melded before you make
canastas. All EVEN cards are discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

ONE BETTER NTC

ONE BETTER NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 1 or more Canastas than your Opponent to Go Out.
If your Opponent does not have any Canastas you only need 1
Canasta to Go Out.
REMEMBER: DON'T EVER TOUCH THE PILE.

OOOPS WHERE IS THE MIDDLE? NTC

OOPS WHERE IS THE MIDDLE? NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only Meld 3s, 4s, 5s, 6s, Jacks, Queens, Kings and Aces.
7s, 8s, 9s and 10s are used as Discards only. If you Meld 7s,
8s, 9s or 10s, you will be DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

PEANUTS NUTTY NASTA NTC

PEANUTS NUTTY NASTA NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: 69 NTC
6s OR 9s must be in the INITIAL MELD. You may meld other cards
or wilds as well. Once EITHER 6s OR 9s have been melded, the
game the game is played as regular NTC. Meld any time,
out any time. You may make as many Canastas as you wish,
but only one is needed to go out.
2ND HAND: ACES NTC
Aces MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once Aces have been melded the game is played
like normal NO TOUCH CUT.
3RD HAND: 4S NTC
4s MUST be in the INITIAL MELD. You may have other cards and
wilds as well, once 4s have been melded the game is played
like normal NO TOUCH CUT.
If you need more than 4 hands, simply start at top again.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ PIRATES OF THE CARIBBEAN NTC ~*~NEW~*~

PIRATES OF THE CARIBBEAN NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, No bots, points 5000
For this tournament your INITIAL meld must include JACKS (Jack).
You may use wilds and other cards, but you must have JACKS in
order to meld. In order to make canastas, you must have 5s
(Sparrow) melded to the table. If you happen to get a natural
canasta in 8s (red), you have found the Pirate Treasure Chest
and automatically win the game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

PRINCE AND THE PAUPER NTC

PRINCE AND THE PAUPER NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: Royals NTC
KINGS OR QUEENS must be in the INITIAL MELD, you may have
OTHER cards or WILDS as well, but KINGS OR QUEENS must be
in with the INITIAL MELD. Once EITHER KINGS or QUEENS have
been melded, the game is played as Regular NTC.
2nd Hand: Faceless NTC
You may NEVER meld or Canasta JACKS, QUEENS, OR KINGS
(Because they have "Faces"). So, throw away all the
Jacks, Queens, and Kings. They become "junk cards".
MELD anytime. OUT anytime.
You change between Royals and Faceless every hand until someone
wins the game.
REMEMBER: DON'T EVER TOUCH THE PILE.

PROGRESSIVE 1 NTC

PROGRESSIVE 1

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The FIRST round only needs ONE CANASTA to go out, so you need
to set the table for 2-2-1. This is a Progressive Rules
Canasta game based on the number of points. This means that
the more points you have the more canastas you need to go out.
The following chart summarizes it.
If you have between 0 and 999 points:
You need 1 Canasta to go out.
If you have between 1000 and 1999 points:
You need 2 canastas to go out.
If you have between 2000 and 2999 points:
You need 3 Canastas to go out.
If you have between 3000 and 3999 points:
You need 4 canastas to go out.
If you have between 4000 and 4999 points:
You need 5 canastas to go out.
If you get stuck on 4999:
Then the next hand you need 6 canastas to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

PROGRESSIVE 2 NTC

PROGRESSIVE 2

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The SECOND round only needs ONE CANASTA to go out so you need
to set the table for 2-2-1.
1st Round: You cannot go out.
2nd Round: 1 Canasta to go out.
3rd Round: 2 canastas to go out.
4th Round: 3 canastas to go out.
5th Round: 4 canastas to go out.
6th Round: 5 Canasta' to go out.
7th or higher rounds: Anything goes.
REMEMBER: DON'T EVER TOUCH THE PILE.

QUEEN FOR A DAY NTC (NOT FOR DOUBLES )

QUEEN FOR A DAY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like Regular NTC. All you need is a
RED CANASTA in QUEENS (natural Canasta, no wilds) and you
are the QUEEN FOR A DAY. If you get a RED CANASTA in QUEENS,
call the TD to the table, game is over and you win.
Play must stop or auto win is voided.
MELD anytime. OUT anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

QUEENS GUARDS NTC

QUEENS GUARDS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything anytime except the Queens. You must have
8s, Jacks, and Kings melded (The Guards) before you can meld Queens.
Once you have the Guards and Queens melded, you can make canastas.
Remember no Queens until 8s, Jacks, and Kings are melded first.
REMEMBER: DON'T EVER TOUCH THE PILE.

QUEENS NTC

QUEENS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Queens MUST be in the INITIAL MELD, you may have other cards and
wilds as well, Once Queens have been melded the game is played
like normal NO TOUCH CUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

QUEEN OF 2S NTC

QUEEN OF 2S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have queens meld with a 2 BEFORE YOU GO OUT.
Queens with a 2 must be melded to the table before making a
canasta of Queens. You may meld queens without a 2 you just
cannot go out until a 2 has been added to your queens.
You may meld anything at any time and make as many canastas
as you want, JUST NO GOING OUT TILL QUEENS WITH A 2 ARE MELDED.
REMEMBER: DON'T EVER TOUCH THE PILE.

QUEENS VS KINGS NT

QUEENS VS KINGS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The first player to Canasta Queens can Go Out. The Opponent
must then Canasta Kings to be able to Go Out. You can Meld
anything and you can make other Canastas but players cannot
Go Out until Queens have been made into a Canasta. The player
who makes Queens into a Canasta does not have to wait for the
other player to Canasta the Kings before they can Go Out.
REMEMBER: DON'T EVER TOUCH THE PILE.

RAINBOW NTC (NOT FOR DOUBLES)

RAINBOW NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may ONLY meld 4s, 5s, 6s, 7s, Queens, Kings, and Aces (THE RAINBOW).
All other cards are DISCARDS ONLY. Do NOT make any canastas
until your RAINBOW is made. If you make a RED CANASTA in 6s or Aces
(the POT OF GOLD at the end of the RAINBOW), you win automatically.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

RED 3S GOTCHA NTC

RED 3S GOTCHA

Tables Set Draw 2, 1 Can Out, Allow PU, allow wilds, No Timer, disable bots, points 5000
This game is played like NTC but with a twist. You can meld
anything anytime. If u get all 4 red 3s your opponent may pick
up pile anytime during that hand.
REMEMBER: DON'T EVER TOUCH THE PILE. UNLESS YOUR OPPONENT HAS
ALL 4 RED THREES.

RED 3 OUT NTC

RED 3 OUT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The number of Canastas you must make before you can Go Out is
determined by the number of Red 3s you have. Example: If you have
3 Red 3s then you must make at least 3 Canastas before you can
Go Out. You may have more but you must have at least as many
canastas as red 3s before you can Go Out.
REMEMBER: DON'T EVER TOUCH THE PILE.

RED OCEAN NTC

RED OCEAN NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld and canasta 4s, 5s, 6s, 7s and Aces.
If you get a red canasta in 4s, 5s, 6s, 7s OR Aces you
automatically win. Play must stop or auto win is voided.
You may also meld black 3s if you go out. All cards from 8
through to Kings are discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

RED ROSES NTC

RED ROSES NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need 1 red canasta to go out. You can have as many black
canastas as you want but you need 1 red canasta to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

RED SEXY ACES NT

RED SEXY ACES NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need either 6s, 9s, or Aces in your INITIAL MELD. If you
make a red canasta in 6s, 9s, or Aces it is an automatic win.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

REGRESSIVE NTC

REGRESSIVE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The FOURTH round only needs ONE CANASTA to go out so you need
to set the table for 2-2-1.
1st Round: 4 canastas to go out.
2nd Round: 3 canastas to go out.
3rd Round: 2 canastas to go out.
4th Round: 1 Canasta to go out.
5th Round: You cannot go out.
6th Round and higher: Regular NTC.
REMEMBER: DON'T EVER TOUCH THE PILE.

RESPECT THE ROYALS NTC

RESPECT THE ROYALS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have Jacks, Queens and Kings melded before you can go
out. You can meld or canasta anything at any time but to go out you
must show your respect to them and meld them.
REMEMBER: DON'T EVER TOUCH THE PILE.

REVERSE COL NTC

REVERSE COL NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: Aces must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Aces must be in the INITIAL MELD.
2nd Hand: Kings must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Kings must be in the INITIAL MELD.
3rd Hand: Queens must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Queens must be in the INITIAL MELD.
Continue this way through the entire Deck until the game is Over.
REMEMBER: DON'T EVER TOUCH THE PILE.

ROYAL COURT NTC (NOT FOR DOUBLES)

ROYAL COURT

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: Jacks NTC
Jacks must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Jacks must be in the INITIAL MELD.

2nd Hand: Queens NTC
Queens must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Queens must be in the INITIAL MELD.
3rd Hand: Kings NTC
Kings must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Kings must be in the INITIAL MELD.
4th Hand: Aces NTC
Aces must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Aces must be in the INITIAL MELD.
5th Hand: Jacks, Queens, Kings and Aces NTC
Jacks, Queens, Kings and Aces must be in the INITIAL MELD. You
may use wilds and jokers and any other cards to meld, but Jacks,
Queens, Kings and Aces must be in the INITIAL MELD.
If you need more than 5 hands, simply start at top again.
REMEMBER: DON'T EVER TOUCH THE PILE.

ROYALS FIRST NTC

ROYALS FIRST NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
First canasta every hand has to be Jacks, Queens, or Kings.
You may make more canastas only after you canasta a high
card. One canasta to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

ROYAL FLUSH NTC

ROYAL FLUSH NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: Jacks NTC
Jacks must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Jacks must be in the INITIAL MELD.

2nd Hand: Queens NTC
Queens must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Queens must be in the INITIAL MELD.
3rd Hand: Kings NTC
Kings must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Kings must be in the INITIAL MELD.
4th Hand: Aces NTC
Aces must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but Aces must be in the INITIAL MELD.
5th Hand: 10s NTC
10s must be in the INITIAL MELD. You may use wilds and jokers and
any other cards to meld, but 10s must be in the INITIAL MELD.
If you need more than 5 hands, simply start at top again.
REMEMBER: DON'T EVER TOUCH THE PILE.

ROYAL MARRIAGE NTC (NOT FOR DOUBLES)

ROYAL MARRIAGE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
KINGSS and/or QUEENS ONLY must be in the INITIAL MELD.
You may use wilds to meld but only Kings and/or Queens in the
INITIAL MELD. You MAY canasta Kings and/or Queens on
the INITIAL MELD. Starting the turn after the INITIAL MELD
the game is played as Regular NTC. Meld anytime.
Out anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

ROYALS NTC

ROYALS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
KINGSS or QUEENS must be in the INITIAL MELD, you may have
OTHER cards or WILDS as well, but KINGS or QUEENS must be
in with the INITIAL MELD. Once EITHER KINGS or QUEENS have
been melded, the game is played as Regular NTC.
Meld anytime. Out anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

SAFE SEX NTC

SAFE SEX NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must Meld both 6s and 9s before making any Canastas.
You can use Wilds, Jokers and any other cards to Meld.
You can Meld at any time but you cannot make Canastas
until you have Melded both 6s and 9s. You can Meld 6s, 9s,
and Canastas at the same time but they must all hit the
table at the same time. You can have as many Canastas of
any color you want.
REMEMBER: DON'T EVER TOUCH THE PILE.

SAINTS AND SINNERS NTC

SAINTS AND SINNERS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 6s and 7s on the table BEFORE you can go out
NOT AS YOU GO OUT. If you canasta 6s, they must be black,
7s can only be red canasta. If you make a red 7s canasta
you automatically win the game. Play must stop or auto win
is voided. THE CARDS ***MUST*** BE ON THE TABLE TO GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

SAVE YOUR 3S NTC

SAFE YOUR 3S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Game is played like REG NTC. You can have as many Canastas
of any color you want. To be able to go out, you must have
at least two black 3s.
REMEMBER: DON'T EVER TOUCH THE PILE.

SAVES 2 RED 3S NTC

SAVES 2 RED 3S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like reg NTC but you must have 2 RED 3S
to go out. If you have 1 red 3 or 3 red 3s, you may not
go out. If you get all 4 red 3s it is an automatic loss of game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

SAY WHAT NTC

SAY WHAT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld Even 4s, 6s, 8s, 10s, Queens, and Aces
or Odd 5s, 7s, 9s, Jacks, and Kings. The 1st player to
meld decides which the other has to meld. Example: If you
meld Odd, then opponent(s) must meld Even.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ SCREW YOUR NEIGHBOR NTC ~*~NEW~*~

SCREW YOUR NEIGHBOR NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like REGULAR NTC with one exception. You
may NEVER meld ANYTHING your opponent has laid on the table.
So, you want to lay down as fast as you can. You may Canasta
something the other player HAS melded, as long as it DOES NOT
HIT THE TABLE. You only need 1 Canasta to go out. REMEMBER: You
may NOT meld something your opponent has melded to the table;
you may only make a canasta with it.
REMEMBER: DON'T EVER TOUCH THE PILE.

SEXY 6S NTC

SEXY 6S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 6s and a joker in order to meld. You may meld
anything you want with them but YOU MUST MELD 6s and JOKER
TOGETHER.
REMEMBER: DON'T EVER TOUCH THE PILE.

SEXY ACES NTC

SEXY ACES NTC

Tables Set Draw 2, 1 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. You must also have
sex (6s and 9s) melded before you make any canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

SEX IN THE SHADE NTC

SEX IN THE SHADE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6s OR 9s must be in the INITIAL MELD. You must have both 6s and 9s
melded to make canastas. You do not need shade to make canastas.
You may not go OUT until you have 1 SET (ONLY ONE) 3 black royalty
cards or 2 Black royalty cards (Jacks, Queens or Kings) melded
with a black 2 or a Joker, which are considered color neutral.
For example, you may meld black J black J black J or black J black J black 2
or black j black j joker. All red royalty and all other black royalty
(other than you used as above) are discard only. You may not canasta
any of your royalty melds.
REMEMBER: DON'T EVER TOUCH THE PILE.

SEXY SIMON SAYS NTC

SEXY SIMON SAYS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st player to draw every hand names the card that must be melded
with INITIAL MELD. You can draw before you name the card.
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. Before you
meld any cards, the meld card must be called. If a player melds
with no meld card being called then it is a DQ. You must also
have sex (6s and 9s) melded before you make any canastas.
Please note that you are NOT allowed to call 6s or 9s to meld,
if you call 6s or 9s as your meld it is a DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

SHADY ROYALTY NTC

SHADY ROYALTY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may meld anything you want, but cannot make any canastas
until you have 1 SET (ONLY ONE) 3 black royalty cards or
2 Black royalty cards (Jacks, Queens, or Kings) melded with
a black 2 or a Joker, which are considered color neutral.
Example: you may meld black J black J black J or
black J black J black 2 or black j black j joker.
All red royalty and all other black royalty (other than
you used as above) are discard only. You may not canasta
any of your royalty melds.
REMEMBER: DON'T EVER TOUCH THE PILE.

SIMON SAYS DEALER SAYS NTC

SIMON SAYS DEALER SAYS NTC

Tables Set Draw 2, 1 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.
They can name anything but 5s, 6s, 9s, and 10s. Naming any
of these cards is a DQ. He will say "Simon Says Kings".
Kings must now be in the INITIAL MELD. After choosing the
meld card the starting player will not meld or discard
until the dealer has chosen sex or shop. The dealer
will LOOK at his/her cards and based on his best cards,
will decide whether its shopping or sex. He will say
"Dealer says shopping/sex". If shopping you will need
5s and 10s melded to canasta. If sex you will need 6s
and 9s to canasta. You may use wilds and other cards.
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.

SIMON SAYS GO SHOP NTC

SIMON SAYS GO SHOP NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st player to draw every hand names the card that must be
melded with INITIAL MELD. You can draw before you name
the card. 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. Before you meld any cards the
meld card must be called. If a player melds with no meld
card being called then It is a DQ. You must also have 5s
and 10s (SHOP) melded before you make any canastas.
Please note that you are NOT allowed to call 5s or 10s
to meld, if you call 5s or 10s as your meld it is a DQ.
1st player to draw every hand names the card that must
be melded with INITIAL MELD. You can draw before you
name the card. 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.

SIMON SAYS NTC

SIMON SAYS NTC

Tables Set Draw 2, 1 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. 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.

SOS NTC

SOS (6S OR 7S) NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6s or 7s must be in your INITIAL MELD. You must have a
canasta in 6s or 7s to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

SPINNING NTC/NO NO

SPINNING NTC/NO NO

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: NTC
You need ONE CANASTA to go out. You may meld at any time.
You may make canastas at any time. You may make as MANY
Canastas as you wish, but only ONE is needed to go out.
2nd Hand: NO NO NTC
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 going out.
KEEP ALTERNATING THE HANDS BETWEEN NTC AND NO NO
UNTIL THE GAME IS FINISHED.
REMEMBER: DON'T EVER TOUCH THE PILE.

STEP DOWN MYSTERY NTC

STEP DOWN MYSTERY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The Up card determines what the Meld is and the card Before
that determines what the 1st Canasta will be. If a King is
the Up card then Kings have to be in the INITIAL MELD and
Queens has to be your 1st Canasta. If a 4 is the Up card
then you need 4s in your INITIAL MELD and you need Aces
as your 1st Canasta. If the Up card is a Black 3, Red 3,
Wild or Joker then the game is played as Regular NTC.
You can make more Canastas after you have the Canasta
in the card you need.
REMEMBER: DON'T EVER TOUCH THE PILE.

STEP UP MYSTERY NTC

STEP UP MYSTERY NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The Up card determines what the Meld is and the card After
that determines what the 1st Canasta will be. If a King is
the Up card then Kings have to be in the INITIAL MELD and
Aces has to be your 1st Canasta. If a 4 is the Up card
then you need 4s in your INITIAL MELD and you need 5s as
your 1st Canasta. If the Up card is an Ace, Black 3, Red 3,
Wild or Joker then the game is played as Regular NTC.
You can make more Canastas after you have the Canasta
in the card you need.
REMEMBER: DON'T EVER TOUCH THE PILE.

SWEET SAMPLER NTC

SWEET SAMPLER NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: HITS NTC
You may ONLY meld or Canasta 8s, 9s, 10s, Jacks, Queens, Kings,
Aces because they are "high cards" and this is HIGH IN THE SKY.
All the lower cards become "junk cards" so discard them.
Out anytime.
2nd Hand: 69 ROYALS NTC
6s OR 9s OR Qs OR Ks must be in the INITIAL MELD. YOU MAY HAVE
OTHER CARDS or WILDS as well, but 6s OR 9s OR Queens OR Kings
must be in with the INITIAL MELD. Once EITHER 6s OR 9s OR
Queens OR Kings. have been melded, the game is played as regular
NTC. MELD any time. OUT any time. You may make as many Canastas as
you wish, but only one is needed to go out.
3rd Hand: FACELESS NTC
You may NEVER meld or Canasta JACKS, QUEENS, OR KINGS
(Because they have "Faces"). So, throw away all the
Jacks, Queens, and Kings. They become "junk cards".
MELD anytime. OUT anytime.
4th Hand: LUCKY 6s NTC
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST
CANASTA in 6s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.
5th Hand: MYSTERY NTC
The UP CARD of the deck will foretell the game. Example: If
the UP CARD is a 4, you need to use 4s in your INITIAL MELD.
Example: If the UP CARD is a KING in the next hand, you will
have to use KINGS in your INITIAL MELD. You may use other
cards and wilds to meld, but whatever the UP CARD is, it
must be in your INITIAL MELD. Once the UP CARD has been
melded the game is played like REGULAR NTC.
Note: If the UP CARD is a 2, JOKER, BLACK 3, OR RED 3 game will be
REGULAR NTC for that hand. And remember, this is NTC.
HINTS: It is a good idea to always TYPE what the UP CARD is, on the table.
Many Hatfield and McCoy battles have been saved by simply typing
the UP CARD at the beginning of each hand.
REMEMBER: DON'T EVER TOUCH THE PILE.

TABLE FOOTBALL NTC

TABLE FOOTBALL NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can Meld anything you like but you can only make Canastas
in 4s, 6s and 7s. You must have 1 Canasta in either 4s, 6s,
or 7s to Go Out. If you do not have a Canasta in 4s, 6s or
7s and you Go Out, you will be DQ.
RREMEMBER: DON'T EVER TOUCH THE PILE.

TAX TIME CANASTA NTC

TAX TIME CANASTA NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You have had money to spend all year and before you know it,
tax time is here. You know you have a debt to pay because
you don't want an audit, NO WAY.
1ST Hand: YOUR DEBT
You must create your debt. You may not meld or canasta
anything. Only discarding is allowed. You will have a minus (-)
balance at the end of the hand. This is your debt.
2nd Hand: NO NO NTC
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 going out.
All other hands: NTC
You need ONE CANASTA to go out. You may meld at any time.
You may make canastas at any time. You may make as MANY
Canastas as you wish, but only ONE is needed to go out.
When the game is done you will have paid your debt and perhaps
more bux you'll get.
REMEMBER: DON'T EVER TOUCH THE PILE OR YOU WILL BE BUSTED FOR TAX EVASION

T-E-N NTC

T (10) - E (8) - N (9) NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
10s must be in your INITIAL MELD. You may meld wilds and
any cards except 8s and 9s with the 10s in INITIAL MELD.
8s then 9s must be melded in that order before going out.
You may canasta anything at any time.
REMEMBER: DON'T EVER TOUCH THE PILE.

THE LETTER H NTC (NOT FOR DOUBLES)

THE LETTER H NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000

You can only meld the 4s, 5s, 6s, 9s, Queens, Kings, and Aces.
All other cards are for discards only. So, throw away
those black 3s and all 7s, 8s, 10s, and Jacks. All
cards (4s, 5s, 6s, 9s, Queens, Kings, Aces) must be
melded before making any canastas. You can however
meld in any order.
REMEMBER: DON'T EVER TOUCH THE PILE.

THE OLD COOT NTC (NOT FOR DOUBLES)

THE OLD COOT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The 1st hand you can only Meld and Canasta Odd numbers 5s, 7s,
9s, Jacks and Kings. The 2nd hand you can only Meld and
Canasta Even numbers 4s, 6s, 8s, 10s, and Queens. You
alternate between Odd and Even hands until one player Wins.
Aces are Discards so throw them away.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ TOSSED NTC ~*~NEW~*~

TOSSED NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
First person to make a canasta tosses their opponent to the
curb and wins the game! Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

TOWER OF TERROR NTC

TOWER OF TERROR

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is just like the ride.
1st Hand: Kings are the 13th card of the deck, they CANNOT be
melded, discards only.
2nd Hand: Elevator goes down to Qs and they CANNOT be melded.
3rd and on Hands: Elevator keeps going down, Jacks, 10s, 9s,
and so forth.
HOWEVER, if a KING is ever the FACE CARD UP at the start of
ANY hand you go back up to the 13th FLOOR and it is KINGS
again, and you have to work your way back down.
REMEMBER: DON'T EVER TOUCH THE PILE.

TRICKY 2S NTC

TRICKY 2S NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Twos can only be used when going straight to a canasta.
You are allowed to meld a joker to the table. If you meld
a two to the table, you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

TRIPLE 9 NTC (NOT FOR DOUBLES)

TRIPLE 9 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have ONLY 3 Nines in your INITIAL MELD. You can meld
anything else with or without wilds in your INITIAL MELD but
you MUST have ONLY 3 Nines included in your INITIAL MELD.
(EX. 999 and 9992 are ok, BUT 992 or 9999J is NOT ok.)
If you get a Red Canasta in 9s you win. Play must stop
or auto win is voided. IF you have more than 3 nines,
you must hold the rest of your 9s until next turn to
meld them unless you are going out and you already have
melded your first 3 nines and your opponent agrees that
they have seen them on the board.
REMEMBER: DON'T EVER TOUCH THE PILE.

TRIPLER NTC (NOT FOR DOUBLES)

TRIPLER NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your first meld MUST have a RUN of 3 consecutive numbers
(ex: 456, 789, JQK, QKA, etc.) You may use wilds with these cards
to achieve your INITIAL MELD. On your NEXT turn you may meld any
additional cards. No canastas are allowed on the INITIAL MELD.
You may Canasta on your SECOND turn. After the INITIAL MELD of
consecutive numbers only, the rest of the game is played as
Regular NTC.
REMEMBER: DON'T EVER TOUCH THE PILE.

TWIN TOWERS NTC (NOT FOR DOUBLES)

TWIN TOWERS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld 7s, 8s, 9s, 10s, Jacks, Queens, Kings, and Aces
before you can go out. Black 3s and all 4s, 5s, and 6s must
be discarded. You may meld and canasta 7s thru Aces at any
time, but you cannot go out until all of them are melded.
Wild cards can be used to make melds or canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

TWIST N SHOUT NTC

TWIST N SHOUT

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like NTC but with a twist. You can meld
anything anytime. You must have 4s, Queens, and Aces melded
before you make any canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

TWISTED FACELESS NTC

TWISTED FACELESS NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only play 4s, 5s, 6s, 7s, 8s, 9s, 10s and Aces to the
table. Jacks, Queens, and Kings, may be into canastas
but may not be melded to the table. {canastas only}
You can canasta out of any set you like using wilds
where you choose.
REMEMBER: Jacks, Queens, and Kings straight to a canasta only
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ UNICORN BRIDGE NTC ~*~NEW~*~

UNICORN BRIDGE NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld 4s, 5s, 6s, 7s, Queens, Kings, and Aces
with or without wilds. You can meld in any order but you
do need all cards melded in order to canasta.
REMEMBER: DON'T EVER TOUCH THE PILE.

VEGAS 21 NTC (NOT FOR DOUBLES)

VEGAS 21 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You MUST have BOTH 10s and Aces ONLY (a BLACKJACK) in your
INITIAL MELD. You may use wilds to achieve your INITIAL MELD
of 10s and Aces. On your SECOND turn, you may meld any
additional cards. The rest of the game is played as
Regular NTC. MELD anytime. OUT anytime.
REMEMBER: DON'T EVER TOUCH THE PILE.

WHAM BAM THANK YOU MA'AM NTC

WHAM BAM THANK YOU MA'AM NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You play 1 hand only and the Highest Score after 1 hand Advances
to the next round. This format can be used with all games
for which the rules should also be posted. Wham Bam Thank You Maam
can usually be completed in 15 minutes.
Cancel game after 1st hand as it is Unrated.

WHERES WALDO NTC (NOT FOR DOUBLES)

WHERES WALDO NTC

Tables Set Draw 2, 1 Can Out, No PU, No wilds on INITIAL MELD, 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.
After you have your natural meld, you can then add wilds as
meld or to make canastas. No pairs with any wilds or you
will DQ. No black canastas straight from your hand or you will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

WILDLESS MELD NTC (NOT FOR DOUBLES)

WILDLESS MELD NTC

Tables Set Draw 2, 1 Can Out, No PU, No wilds on INITIAL MELD, No Timer, disable bots, points 5000
Your INITIAL MELD must be all natural. No wilds in INITIAL MELD.
You may make a red canasta in your INITIAL MELD. On your next
turn you may use your wilds to meld and make canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

WILDLESS MEN NTC

WILDLESS MEN NTC

Tables set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
You must meld with either Jacks or Kings in INITIAL MELD. You
may NOT use any wilds with the Jacks or Kings. You can
only make red canastas in Jacks or Kings. You can use
other cards in your INITIAL MELD, but you have to have
Jacks or Kings in your INITIAL MELD. Remember Jacks
and Kings can only be red canastas.
6tyREMEMBER: DON'T EVER TOUCH THE PILE.

WILDLESS WOMEN NTC

WILDLESS WOMEN NTC

Tables set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
You must meld with either Queens or Aces in INITIAL MELD. You
may NOT use any wilds with the Queens or Aces. You can
only make red canastas in Queens or Aces. You can use
other cards in your INITIAL MELD, but you have to have
Queens or Aces in your INITIAL MELD. Remember Queens
and Aces can only be red canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

WILDLESS WEST NTC (NOT FOR DOUBLES)

WILDLESS WEST NTC

Tables Set Draw 2, 1 Can Out, No PU, No wilds on INITIAL MELD, No Timer, disable bots, points 5000
At No Time can you Meld Wild cards. Wilds become Discards.
All Canastas must be Red.
REMEMBER: DON'T EVER TOUCH THE PILE.

WORKING 9 TO 5 NTC

WORKING 9 TO 5 NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 5s, 6s, 7s, 8s, 9s melded before making any
canastas. The rest of the cards are junk so throw
them away. Meld anytime.
REMEMBER: DO NOT TOUCH THE PILE.

X MARKS THE SPOT NTC (NOT FOR DOUBLES)

X MARKS THE SPOT NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
4s, 6s, 9s, Queens, and Aces are the only cards allowed to be
melded. All other cards are discards. Once you meld the 4s,
6s, 9s, Queens, and Aces then you can make canasta(s).
No canastas until the X is melded. Wild cards can be
used to make melds or canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

YO - YO NTC

YO - YO NTC

Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your INITIAL MELD will go Up and Down. After you make the
INITIAL MELD the game is played as Regular NTC. You can use
OTHER cards and WILDS to make your INITIAL MELDs.
1st Hand: Aces must be in your INITIAL MELD.
2nd Hand: 4s must be in your INITIAL MELD.
3rd Hand: Kings must be in your INITIAL MELD.
4th Hand: 5s must be in your INITIAL MELD.
5th Hand: Queens must be in your INITIAL MELD.
6th Hand: 6s must be in your INITIAL MELD.
7th Hand: Jacks must be in your INITIAL MELD.
8th Hand: 7s must be in your INITIAL MELD.
9th Hand: 10s must be in your INITIAL MELD.
10th Hand: 8s must be in your INITIAL MELD.
11th Hand: 9s must be in your INITIAL MELD.
If you need more hands then you Start back at Aces.
REMEMBER: DON'T EVER TOUCH THE PILE.

****CANASTA_ANGELS2*****

NT GAMES ONLY
****NEW ONES WILL BE ADDED*****

1ST GATE NT

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: DON'T EVER TOUCH THE PILE.

3 STRIKES NT

3 STRIKES NT

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

4 LEAF CLOVER NT

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 any time. If you get all 4 RED THREES
you automatically win and must call the TD to the table and
cancel game. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

4S NO OUT NT

4S 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.

~*~NEW~*~ 4TH OF JULY NT ~*~NEW~*~

4TH OF JULY NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 4s in your INITIAL MELD. You may meld wilds and
other cards but 4s MUST be in your INITIAL MELD. You must have
7s melded in order to make canastas. In order to go out with
a bang, you must have a canasta in 4s.
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.
REMEMBER: DON'T EVER TOUCH THE PILE.

5S NO OUT NT

5S 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 OF A KIND NT (NOT FOR DBLS)

6 OF A KIND NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your INITIAL MELD of each hand must be a 6 of a kind using
6 cards in a group (example: 555555 or 555552 or 555522 or 555222)
You may meld more than one 6 of a kind in your first meld of
each hand, but only 6 of a kind. After you meld your 6 of a
kind, you must wait until your next turn before you can meld
or canasta any more cards.
REMEMBER: DON'T EVER TOUCH THE PILE.

6 PACK NT

6 PACK NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have a 6 pack (2 rows of 3) melded before making
canastas. 6 packs can be 4-5-6-8-9-10 or 4-5-8-9-Queen-King or
5-6-9-10-King-Ace or 7-8-9-Jack-Queen-King or 8-9-10-Queen-King-Ace.
Once you meld your 6 Pack you may make your canastas and go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

6S NO OUT NT

6S 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
and 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 and 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.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

7/10 SPLIT NT

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 cannot 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 EVER TOUCH THE PILE.

7S NO OUT NT

7S 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 Canastas must be 7
or HIGHER (7s, 8s, 9s, 10s, Jacks, Queens, Kings, Aces)
TO GO OUT. If ANY of your Canasta's are LOWER than a 7
(4s, 5s, 6s), you may NOT go out. You MAY Canasta a 4s, 5s, 6s,
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 cannot go out
until you have a canasta in both JACKS and QUEENS.
REMEMBER: DON'T EVER TOUCH THE PILE.

8S NO OUT NT

8S 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.
You can meld anytime but you CANNOT GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.

9S NO OUT NT

9S 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.

10S NO OUT NT

10S 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
10s and Aces (101) melded to the table in order to go out.
If you get a red canasta in 4s (Freed) you've freed all of
the puppies from Cruella and it's an automatic win. Play must
stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH 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 EVER TOUCH 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. Play must stop or auto win is voided.
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.

~*~NEW~*~ ACES ON A PLANE NT ~*~NEW~*~

ACES ON A PLANE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: Ace Me NT
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. Play must stop or auto win is voided.
2nd hand: 747 JET NT
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.
Hands keep alternating until there is a winner.
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 any time, 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. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE

~*~NEW~*~ ALL ABOUT ME NT ~*~NEW~*~

ALL ABOUT ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st 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.
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.
3rd 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.
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.
5th Hand: Start over with Jack Me.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

MYSTERY NT

MYSTERY NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played that you must meld the first up card on the
discard pile. You may use other cards and wilds with it.
Please type the first card at the table. However, the Amazing
part is you can make canastas directly from your hand without
having the first up card on the table. Note: If the UP CARD
is a 2, JOKER, BLACK 3, OR RED 3 game will be REGULAR NT
for that hand. CAUTION, before you meld any sets of
cards to the table, you must meld the first up card or
you will DQ.
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 any time.
1st hand: 4s, 5s, and 6s
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 to go out.
2nd hand: 7s, 8s, and 9s
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.
3rd hand: 10s, Jacks, and Queens
You can ONLY have a Canasta in 10s, Jacks and Queens. You cannot canasta
anything else and you must have a canasta in all 3 to go out.
4th hand: Kings and Aces
You can ONLY have a Canasta in Kings and Aces. You cannot canasta
anything else and you must have a canasta in both to go out.
5th hand and higher: NO TOUCH
You must have 2 canastas of any kind to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

ATE OUT NT

ATE OUT NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything at any time. In order to make canastas,
you must have Aces, 10s, and 8s (ATE) melded. No MORE then 3
Canastas and no LESS than 3 Canastas. In order to go out, you
must have a canasta in Aces, 10s, or 8s. A natural canasta in
Aces, 10s or 8s is an automatic win. Play must stop or auto
win is voided.
REMEMBER: DON'T EVER TOUCH 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, and 10s
to cover the bases of your diamond. You CANNOT meld or
canasta any other cards until you have Ks, 7s, 5s and 10s
melded. If you get a red canasta in 10s it is 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. Play must stop or
auto win is voided. Once your bases are covered you
can meld and canasta anything you want and go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

BATMAN NT

BATMAN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In order for Batman and 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. Play must stop or auto
win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

BEAT THE DEVIL NT

BEAT THE DEVIL NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
6S MUST be in your INITIAL MELD. You may meld wilds and other
cards but 6s 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 6s you
have beaten the Devil and Auto Win the game. Play must
stop or auto win is voided.
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 EVER TOUCH THE PILE.

BLACK HOLE NT

BLACK HOLE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game, ONLY BLACK CANASTAS may be made. You CANNOT meld
BLACK 3s unless you are going DIRECTLY OUT. Meld Anytime.
Remember NOT to discard those BLACK 3s and make NO RED
CANASTAS during the game or you DQ. ONLY BLACK CANASTAS
may be made during this game.
REMEMBER: DON'T EVER TOUCH THE PILE.

BLACKJACK NT

BLACKJACK NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your Canastas have to equal 21 or you CAN NOT go out. Just like
in Black Jack, if your Canastas add up to more than 21 you BUST
or LOSE. If you BUST then call the hosting TD to the table and
cancel game. Aces are worth either 1 or 11 points, your choice.
All face cards are worth 10 points. Number cards are worth
their face value. If your canastas add up to move than 21, you
will DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ BONANZA NT ~*~NEW~*~

BONANZA NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You cannot use wilds (2s and Jokers) until the draw pile is
20 cards or less. You may make red canastas. Once the draw
pile is 20 cards or less make announcement on table then meld
wilds. If you meld a wild before 20 cards or less, you will DQ.
REMEMBER: DON'T EVER TOUCH 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 any time. 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 made into
a canasta, they are discards only.
REMEMBER: DON'T EVER TOUCH 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
canasta before you have As and Qs melded, it is a DQ. A red
canasta in either As or Qs is an auto win. Play must stop
or auto win is voided.
REMEMBER: DON'T EVER 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. 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 EVER TOUCH 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
7s MUST be in your INITIAL MELD. You may use wilds and other
cards in your INITIAL MELD. All your Canastas must be 7 or
HIGHER (7s, 8s, 9s, 10s, Jacks, Queens, Kings, Aces) TO GO
OUT. If ANY of your Canastas are LOWER than a 7 (4s, 5s, 6s),
you may NOT go out. You MAY Canasta a 4s, 5s, 6s, but you simply
CANNOT go out. If you make a RED CANASTA in SEVENS (7), you win
the game automatically. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ CHICKEN LEGS NT ~*~NEW~*~

CHICKEN LEGS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld Aces and wilds to the table. All other cards
(4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, and Kings) may not
touch the table. All other cards MUST go straight to a canasta.
No Exceptions. Black 3s are discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.

CLEMENTINE CANASTA NT

CLEMENTINE CANASTA NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In a cavern, in a canyon, Excavating for a mine Lived a miner,
49er, and his daughter, Clementine. Must meld 4s or 9s in
INITIAL MELD each hand. May meld other cards also in INITIAL
MELD but MUST meld 4s or 9s. Must make a canasta 4s or 9s
before you can go out. May canasta other cards but need a
canasta in 4s or 9s to go out.
REMEMBER: DON'T EVER 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" (4s and 10s
melded with 2s only, NO JOKERS) before you can 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 DQ. YOU CANNOT
CANASTA 4s or 10s, ever! You can go out at any time.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ DOG TREATS NT (NOT FOR DOUBLES) ~*~NEW~*~

DOG TREATS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld Kings and 9s in your first meld. Then you need
money so 5s and 10s must be melded in order to canasta.
REMEMBER: DON'T EVER TOUCH THE PILE.

ELM STREET NT

ELM STREET NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1,2 Freddy's coming for you
1st Hand - You must meld Aces with a 2 (not a joker unless you
already have it melded with a 2 then jokers can be added to
make a canasta). Aces do not have to be in INITIAL MELD, but
you need aces on the table before going out.
3,4 Better lock your door
2nd Hand - You must have a red 3 in order to meld and your
FIRST canasta MUST be in 4s.
5,6 Grab a crucifix
3rd Hand - You must have a canasta in 5s and 6s in order to go out.
7,8 Better stay up late
4th Hand - No canasta until 7s and 8s are melded and you cannot
canasta 3s through 6s.
9,10 Never sleep again
5th Hand - 9s and 10s may ONLY be used as discards.
If the 6th Hand is reached, return to the boiler room and begin again,
but watch out for Freddy!
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ ELVIS NT ~*~NEW~*~

ELVIS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
We all know Elvis was King of Rock and Roll so 8s (Elvis) must
be in your first meld. Unfortunately, he did hit rock bottom,
so 4s must be seen to make canastas. However, Elvis was King
and so Kings must be melded to go out.
REMEMBER: DON'T EVER TOUCH 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 3s your fatal attraction game is over and you
lose. If this happens please cancel game.
REMEMBER: DON'T EVER TOUCH 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.
Hand 1: HIGH 4
Your INITIAL MELD of each hand has to be high cards Jacks, Queens,
Kings, or Aces. You can meld wilds with your cards but you have
to wait for the next turn to meld other cards than Jacks, Queens,
Kings, or Aces. In order to make canastas, you need to have
4s melded. You must have a canasta in 4s and a canasta in Jacks,
Queens, Kings, or Aces to go out.
Hand 2: HIGH 5
Your INITIAL MELD of each hand has to be high cards Jacks, Queens,
Kings, or Aces. You can meld wilds with your cards but you have
to wait for the next turn to meld other cards than Jacks, Queens,
Kings, or Aces. In order to make canastas, you need to have
5s melded. You must have a canasta in 5s and a canasta in Jacks,
Queens, Kings, or Aces to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ FINDING KENS NAME NT ~*~NEW~*~

FINDING KENS NAME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have KINGS in your first meld. You need to meld
6s and 7s to the table before making canastas. You need a
canasta in KINGS to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

FISHIN' TIME NT

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 (6s, 8s, Jacks, Queens,
Kings, and Aces) before you can catch your fish (canastas).
All other cards are discards only. You may use wilds.
REMEMBER: DON'T EVER TOUCH 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. Play must
stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH 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 6s or 9s 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 Queens 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

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
4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 is Jacks, Queens,
Kings, Aces. 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
Jacks, Queens, Kings, Aces; Group 2 is 7s, 8s, 9s, 10s; Group 3 is
4s, 5s, 6s. 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 EVER TOUCH 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
4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 is Jacks, Queens,
Kings, Aces. After you make 1 canasta from each group, in order,
then you may make any other canastas you want and go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

GROUPER GROUPIES NT

GROUPER GROUPIES NT

Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: Grouper NT
You must make one (1) canasta from each group in order. Group 1 is
4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3 is Jacks, Queens,
Kings, Aces. After you make 1 canasta from each group, in order,
then you may make any other canastas you want and go out.
2nd Hand: Grouper Choice NT
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.
3rd Hand: Grouper Shuffle NT
You must make one (1) canasta from each group in ANY order.
Group 1 is 4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3
is Jacks, Queens, Kings, Aces. 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.
4th Hand: Reverse Grouper NT
You must make one (1) canasta from each group in order. Group 1 is
Jacks, Queens, Kings, Aces; Group 2 is 7s, 8s, 9s, 10s; Group 3 is
4s, 5s, 6s. 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.
5TH HAND = Start over with Grouper NT.
REMEMBER: DON'T EVER TOUCH 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 4s, 5s, 6s; Group 2 is 7s, 8s, 9s, 10s; Group 3
is Jacks, Queens, Kings, Aces. 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 EVER TOUCH 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 4s, 5s, 7s, 10s, Queens, Kings and Wilds.
All other cards are for discards only. All cards (4s, 5s, 7s,
10s, Queens, and Kings) must be melded before making any
canastas. You can however meld in any order.
REMEMBER: DON'T EVER TOUCH 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
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 DQ. BOTH cards named MUST be
included in your INITIAL MELD. For example, Player A chooses
5s and Player B chooses 8s, 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.

~*~NEW~*~ HIGH 4 NT ~*~NEW~*~

HIGH 4 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 Jacks, Queens,
Kings, or Aces. You can meld wilds with your cards but you have
to wait for the next turn to meld other cards than Jacks, Queens,
Kings, or Aces. In order to make canastas, you need to have
4s melded. You must have a canasta in 4s and a canasta in Jacks,
Queens, Kings, or Aces to go out.
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 Jacks, Queens,
Kings, or Aces. You can meld wilds with your cards but you have
to wait for the next turn to meld other cards than Jacks, Queens,
Kings, or Aces. In order to make canastas, you need to have
5s melded. You must have a canasta in 5s and a canasta in Jacks,
Queens, Kings, or Aces to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ HIGH JACK NT ~*~NEW~*~

HIGH JACK 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 LOW cards 4 THROUGH 10.
You can meld wilds with your cards but you have to wait for the
next turn to meld other cards than 4 THROUGH 10. In order to make
canastas, you need to have Jacks melded. You must have a canasta
in Jacks and a canasta in ONE OF THEM 4 THROUGH 10 to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ HIGH QUEEN NT ~*~NEW~*~

HIGH QUEEN 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 LOW cards 4 THROUGH 10.
You can meld wilds with your cards but you have to wait for the
next turn to meld other cards than 4 THROUGH 10. In order to make
canastas, you need to have Queens melded. You must have a canasta
in Queens and a canasta in ONE OF THEM 4 THROUGH 10 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 7s your plane has been hijacked!
IT IS AN AUTO WIN. Play must stop or auto win is voided.
Remember you need 4s on table before you put your red 7s
on table. Before you can get off the plane, you must make
a canasta in 7s, then you can go out.
REMEMBER: DON'T EVER TOUCH 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 8s, 9s, 10s, Jacks, Queens, Kings,
and Aces 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 and canasta anytime. If you get canastas in both
Queenss and Aces you auto win. Play must stop or auto win is
voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

IN ORDER PLEASE NT

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 any time, but canastas must be made
in order starting with 4s. Once 4s are put to canasta by
either team, then 5s may be put to canasta by either team.
Once 5s have been put to canasta, then 6s etc. You cannot
skip any numbers, or canasta a previous number. EACH HAND
STARTS OVER ON 4s.
REMEMBER: DON'T EVER TOUCH 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
Your 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 Jack or Queens. Play must stop
or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ JACK IN THE BOX NT ~*~NEW~*~

JACK IN THE BOX NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can NOT Meld JACKs until you make a canasta in 10s and QUEENs.
However, JACKs must be melded before going out, each hand.
If you go out and you don't have jacks melded, you will DQ.
REMEMBER: DON'T EVER TOUCH 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. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

JACK THE JOKER NT

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.

JACKAZZZ SHOPPING NT

JACKAZZZ SHOPPING NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
It is 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, 5s and 10s
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 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.

~*~NEW~*~ JACKS ON A PLANE NT ~*~NEW~*~

JACKS ON A PLANE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: JACK ME NT
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. Play must stop or auto win is voided.
2nd hand: 747 JET NT
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.
Hands keep alternating until there is a winner.
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. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

JOKER SURPRISE NT

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 EVER TOUCH 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.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

KEWL'S WILDLESS INTRIGUE NT (NOT FOR DOUBLES)

KEWL'S 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
REMEMBER: DON'T EVER TOUCH 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. Play must stop or auto win is voided.
Play must stop or auto win is voided.
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.

KINGS ON A PLANE NT

KINGS ON A PLANE NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
1st hand: KING ME NT
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. Play must stop or auto win is voided.
Play must stop or auto win is voided.
2nd hand: 747 JET NT
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.
Hands keep alternating until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ LIMBO ME NT ~*~NEW~*~

LIMBO ME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
How low can you go?
1st Hand: Ace Me NT
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 and must call the TD to the table.
2nd Hand: King Me NT
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 and must call the TD to the table.
3rd Hand: Queen Me NT
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 and must call the TD to the table.
4th Hand: Jack Me NT
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 and must call the TD to the table.
5th Hand: 10 Me NT
Meld anything but must meld 10s to the table before canastas
and canasta 10s before going out. If you get a RED in 10s you
automatically win and must call the TD to the table.
If you need more hands, continue going down with 9 Me NT, 8 Me NT...
etc until the game is finished.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ LITTLE RED RIDING HOOD NT ~*~NEW~*~

LITTLE RED RIDING HOOD NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, No bots, points 5000
To get to Grandma's house, first we go over the mountains - INITIAL MELD
must be 6, 8 and Aces (with or without wilds) ALL AT ONCE AND NOTHING
ELSE. Then we go through the woods - Now meld 7, 10, 9 separately
(meld 7 then pause, them meld 10 and pause, and then meld 9) and in
this order (with or without wilds). Once all melds are down, you may
canasta and go out. Watch out if you get all four red 3s, the Big Bad
Wolf eats you and you DQ. You can only meld or canasta
6, 7, 8, 9, 10, A the rest are discards.
REMEMBER: DON'T EVER TOUCH THE PILE.

LOSERS CAN NT

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

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.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH 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 EVER TOUCH 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.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

MAN'S RUIN NT

MAN'S RUIN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: Blackjack
Canasta's must equal 21 to go out. You may meld anytime and put up as many Canasta's as you can,
but don't go over 21. If you do you lose. You cannot go out unless your Canasta's equal 21.
You must have 21, or BLACKJACK to go out. NO MORE.NO LESS.
2nd hand: Sex on the Beach
You must have BOTH 6's and 9's melded on your side of table to go out. You may meld anytime
and make as many Canasta's as you can but don't go out until you have
BOTH 6's and 9's melded on your side of the table.
NOTE: This game is usually played as a 2 handed game, but may be played as a full game
just keep alternating games until someone wins.
REMEMBER: DON'T EVER TOUCH THE PILE.

MASQUERADE PARTY NT (NOT FOR DOUBLES)

MASQUERADE PARTY NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
Players must have a ticket (RED 3) meld to get into the party.
Players must have Jacks or Queens or Kings melded with a Joker in their
first meld. To go out, players must have a canasta in Jacks or Queens
or Kings. A red canasta in Jacks or Queens or Kings, you win the costume
contest and AUTO win. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH 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 initial 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 EVER TOUCH THE PILE.

MYSTERY 369 NT

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

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 DQ.
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 kind 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 EVER TOUCH THE PILE.

NO NO NT

NO NO 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.

~*~NEW~*~ OLD MAID NT ~*~NEW~*~

OLD MAID NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 8s or Queens in your initial meld.
You may meld wilds and other cards but 8s or Queens
MUST be in your initial meld. You must have 8s and
Queens melded to go out. If you make a red canasta in
both 8s and Queens, you automatically win the game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

ORNERY BINGO NT

ORNERY 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.
You must type your bingo cards at the table when
you make your bingo (ex. 4 - 8 - Q). You must have a canasta
in one of your bingo cards to go out (ex. either 4, 8 or Q).
If you make a canasta before you have bingo you will DQ.
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 EVER TOUCH 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.

~*~NEW~*~ POWER OF FOURS NT ~*~NEW~*~

POWER OF FOURS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 4s or 8s in your initial meld.
You may meld wilds and other cards but 4s or 8s
MUST be in your initial meld. You must have
4s and 8s melded to go out.
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 initial 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 EVER TOUCH THE PILE.

QUEEN MARY NT

QUEEN MARY NT

Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
You must have Queens and 4s in your initial meld. You may use wilds
and other cards, but 7s and Jacks are discards only. In order to go out,
you must have a canasta in Queens and 4s.
REMEMBER: DON'T EVER 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. Play must stop or auto win is voided.
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.

~*~NEW~*~ QUEENS ON A PLANE NT ~*~NEW~*~

QUEENS ON A PLANE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st hand: QUEEN ME NT
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. Play must stop or auto win is voided.
2nd hand: 747 JET NT
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 EVER TOUCH THE PILE.

~*~NEW~*~ REVERSE FERRIS WHEEL NT ~*~NEW~*~

REVERSE 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 JACK NT and HIGH QUEEN NT
Hand 1: High Jack
Your initial meld of each hand has to be LOW cards 4 THROUGH 10.
You can meld wilds with your cards but you have to wait for the
next turn to meld other cards than 4 THROUGH 10. In order to make
canastas, you need to have JACKs melded. You must have a canasta in
JACKs and a canasta in ONE OF THEM 4 THROUGH 10 to go out.
Hand 2:High Queen
Your initial meld of each hand has to be LOW cards 4 THROUGH 10.
You can meld wilds with your cards but you have to wait for the
next turn to meld other cards than 4 THROUGH 10. In order to make
canastas, you need to have QUEENs melded. You must have a canasta
in QUEENs and a canasta in ONE OF THEM 4 THROUGH 10 to 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 EVER TOUCH 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 EVER TOUCH THE PILE.

~*~NEW~*~ REVERSE YOUR SCORE NT ~*~NEW~*~

REVERSE YOUR SCORE NT

Tables Set Draw 2, 1 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. At the end of the game, reverse your score.
Highest score wins. Example: 5795 = 5975.
REMEMBER: DON'T EVER TOUCH THE PILE.

RIDE THE LIGHTNING NT

RIDE THE LIGHTNING NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 9s in your initial meld. In order to make canastas,
you must have Jacks melded. In order to go out, you must have
a canasta in Kings.
REMEMBER: DON'T EVER TOUCH 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 any time, 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 any time, 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 EVER TOUCH 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 and must call the TD to the table.
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 and must call the TD to the table.
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 and must call the TD to the table.
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 and must call the TD to the table.
5th Hand = Start over with King Me.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ SCORPIO NT ~*~NEW~*~

SCORPIO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your first meld must consist of one of the following cards:
10s, Jacks or Aces. You may use wilds and other cards.
In order to go out you must have 10s, Jacks and Aces melded.
REMEMBER: DON'T EVER 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 EVER TOUCH THE PILE.

SHIPMATE NT

SHIPMATE 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 you must have Jacks
and Aces melded to the table in order to canasta. In order
to go out, you must have a canasta in Jacks.
REMEMBER: DON'T EVER TOUCH 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 EVER TOUCH 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 cannot be melded to go out.
REMEMBER: DON'T EVER TOUCH 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.
Play must stop or auto win is voided.
You must call the TD to the table to verify.

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 and
must call the TD to the table.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

SIMON SAYS THE JOKER NT

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.

SKYLINE NO OUT NT

SKYLINE NO OUT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld and canasta 8s through Aces. All other cards
(3s through 7s) are discards only. NO going out EVER.
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), play is stopped
until the TD is notified and it is an automatic win
(CAN ONLY DO THIS IF YOU HAVE ALL FOUR CORNERS).
Similar to Corner Pockets but not the same.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH 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 the initial 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-beat?" 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.
Play must stop or auto win is voided.
Repeat as needed. That the pile is forbidden. The wicked queen has poisoned it.
REMEMBER: DON'T EVER TOUCH THE PILE.

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 EVER TOUCH THE PILE.

STAIRCASE NT

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 the 5s, 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.

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 EVER 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 any time it's an auto win .
Play must stop or auto win is voided.
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”, call a TD to the table,
and you automatically win the game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ SWING SHIFT NT ~*~NEW~*~

SWING SHIFT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, No bots, points 5000
1st hand 7-3. Meld and canasta anything at any time.
But you cannot go out until you have 7s melded and at least 1 red 3.
2nd hand 3-11. Meld and canasta anything at any time.
But you cannot go out until you have the Jacks melded and at least 1 red 3.
3rd hand 11-7. Meld and canasta anything at any time.
But you cannot go out until you have the 7s and Jacks melded.
If more hands are needed then start over with 7 - 3.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ TEATIME NT ~*~NEW~*~

TEATIME NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld anything at any time. In order to make canastas,
you must have 10s, 8s, and Aces (TEA) melded. In order to go
out, you must have a canasta in 10s, 8s, or Aces. A natural
canasta in 10s, 8s, or Aces is an automatic win. Play must
stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ THREESOME NT ~*~NEW~*~

THREESOME 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 6, 9 and Q (as they are
multiples of 3s) must be melded before making canastas. You
must have 1 canasta in 6, 9 or Q before going out. If you make
a canasta in all 6s, 9s and Qs, it is an auto win. Play must
stop on auto win or it is voided. If you go out before making
a canasta in 6s, 9s, or Qs, it is a DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ THORNY ROSE NT ~*~NEW~*~

THORNY ROSE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Aces are the stem and 5s are the roses. You must have Aces
and 5s in your initial meld. You can use wilds and other
cards. The 8s are the thorns, so you need 8s melded before
making canastas. You need a canasta in Aces or 5s to go out.
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.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH 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 EVER TOUCH 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.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

UNDER ARREST NT

UNDER ARREST NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is played like reg canasta, but first person to get 3 red 3s is
under arrest and CANNOT make any more canastas that hand.
REMEMBER: DON'T EVER TOUCH 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.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ UPSTAIRS NT ~*~NEW~*~

UPSTAIRS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can only meld 6s, 9s, 10s, Qs, Ks, and As. All other cards
are discards. You can meld in any order and can use wilds.
Once you meld the 6s, 9s, 10s, Qs, Ks, and As then you can make
canasta(s).
REMEMBER: DON'T EVER TOUCH 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 EVER TOUCH THE PILE.

~*~NEW~*~ WAVES IN POND NT ~*~NEW~*~

WAVES IN POND NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand - 8s and 10s must be melded before making canastas.
2nd Hand - 7s and Jacks must be melded before making canastas.
3rd Hand - 6s and Queens must be melded before making canastas.
4th Hand - 5s and Kings must be melded before making canastas.
5th Hand and any thereafter, 4s and Aces must be melded before
making canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ WHAM BAM THANK YOU MA'AM NT ~*~NEW~*~

WHAM BAM THANK YOU MA'AM NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You play 1 hand only and the Highest Score after 1 hand Advances
to the next round. This format can be used with all games for
which the rules should also be posted. Wham Bam Thank You Maam
can usually be completed in 15 minutes. Cancel game after 1st
hand as it is Unrated.

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 etc.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ WINNIE AND FRIENDS NT ~*~NEW~*~

WINNIE AND FRIENDS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand - Winnie - Aces meld in first meld must have a canasta in aces to go out.
2nd Hand - Piglet - Fours meld in first meld must have a canasta in aces to go out.
3rd Hand - Tigger - Kings meld in first meld must have a canasta in aces to go out.
4th Hand - Rabbit - Jacks meld in first meld must have a canasta in aces to go out.
If the 5th Hand is reached, return to the hundred acre woods.
REMEMBER: DON'T EVER TOUCH THE PILE.

~*~NEW~*~ WIZARD OF OZ NT ~*~NEW~*~

WIZARD OF OZ NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand - You must have a red 3 in order to meld and a canasta in Queens to go out.
2nd Hand - First canasta must be in 7s.
3rd Hand - No canasta until 10s are melded.
4th Hand - 6s and 7s may ONLY be used as discards
5th Hand - You may meld and canasta at any time, but if you get all red 3s
in this hand it is a DQ.
6th Hand - You must have a canasta in Kings and
Aces in order to go out.
If the 7th Hand is reached, return to the yellow brick road and begin again,
but watch out for the Wicked Witch!
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 must have A's, K's and J's melded to the table before making any canastas.
You must have a canasta in Aces, Kings or Jacks to go out.
REMEMBER: DON'T EVER 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 EVER 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 EVER TOUCH THE PILE.

Updated by CANASTA_ANGELS2 Updated and created by: Canasta_Angels2 Staff on 06/19/20

UPCARD

NUMBER OF CANASTAS

GAME

2 OR JOKER

2 Cans

JACK THE JOKER NT
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.

3

2 Cans

NO 3 OF A KIND NT
You cannot have any 3 of a kind 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.

4

1 Can

4 ON THE FLOOR NTC
You can meld anything, anytime but no canastas until FOUR 4s
have been melded and announced on the table first (you may use
wilds 4444 or 444J or 4422). You may meld three 4s and hope you or
your partner can add one without making canastas but your
partner cannot add two 4s and call 4 on the floor. You must have
only 4 (4s or combination of 4s and wilds) when calling 4 on
the Floor. You MUST post 4 ON at the table when they are melded
and make sure your op(s) see your 4 on before adding 4s or making
a canasta of 4s on the same turn otherwise this WILL be a DQ.

5s NO OUT NT
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.

LUCKY 6S NTC
You may meld whatever cards you choose at any time. BUT, Your
FIRST CANASTA MUST BE IN 6s. When you have made your FIRST
CANASTA in 6s (you may use wilds),you may then make
additional canastas or go out. MELD anytime.

7

2 Cans

7 DAYS AND 8 NIGHTS NT
Meld anything anytime but you cannot make canastas until you
have both 7s and 8s melded. You must canasta either 7s or 8s
before you can go out.

8

2 Cans

8 BRIDES FOR 8 BROTHERS NT
You must canasta both JACKS and QUEENS before you may go out.
You may meld and canasta anything you like but cannot go out
until you have a canasta in both JACKS and QUEENS.

9

1 Can

9-1-1 NTC
9s and Jacks Must be in your INITIAL MELD. You may have
other cards and wilds as well, but 9s and Jacks must be
in your INITIAL MELD. Once 9s and Jacks have been melded
the game is played like normal NTC. Meld anytime.
Go out anytime.

10s NTC
10s MUST be in the INITIAL MELD, you may have other cards and
wilds as well, once 10s have been melded the game is played
like normal NO TOUCH CUT.

JACKS OR BETTER NTC
Your first MELD has to be JACKS or BETTER (Jacks, Queens, Kings,
Aces). Your first CANASTA has to be JACKS or BETTER (Jacks,
Queens, Kings, Aces).You may meld wilds with your cards, but you
have to wait for the NEXT TURN to meld cards other than Jacks,
Queens, Kings, or Aces. Your FIRST meld must be Jacks, Queens,
Kings or Aces only. On your NEXT TURN you may meld any cards you
wish.

QUEEN FOR A DAY NTC
This game is played like Regular NTC. All you need is a RED
CANASTA in QUEENS (natural Canasta, no wilds) and you are
the QUEEN FOR A DAY. If you get a RED CANASTA in QUEENS,
call the TD to the table, game is over and you win.
MELD anytime. OUT anytime. Play must stop or auto win
is voided.

KING ME NT
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 and must call the TD to the table. Play must stop or auto
win is voided.

ACES THE ANGELS WAY NTC
You can NOT go out until you have Aces melded. Aces do not have to
be in your INITIAL MELD, but you MUST have Aces melded in order to
go out. Aces MUST be melded in order to go out.