Outsiders NT Game Rules



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.



4K 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. Kings and 4s must be melded
to make canastas. In order to go out, you must have a canasta
in Kings or 4s.
REMEMBER: DON'T EVER TOUCH THE PILE.



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



5 OF A KIND NT (NOT FOR DOUBLES)

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.



6 OF A KIND NT (NOT FOR DOUBLES)

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

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.



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

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

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.



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

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.



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

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.



~*~NEW~*~ AAAAAGH ACES AGAIN NT ~*~NEW~*~

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may not meld, discard or canasta aces unless you can make a
red canasta in Aces straight from your hand. If you do
canasta a red in Aces, then you win the game. Play must stop
or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.



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

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.



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

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



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 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.
2nd 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.
3rd 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.
4th 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.
5th Hand: Start over with JACK ME NT.
Play must stop or auto win is voided.


AMAZING 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



ANGEL NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld Queens in your Initial Meld, as she is an Angel.
You also need 10s (Halo) melded to canasta You must have a
canasta both Qs and 10s to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.



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

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

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

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

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.



~*~NEW~*~ BILLY THE KID NT ~*~NEW~*~

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Billy the Kid, was an outlaw and gunfighter of the
American Old West, who killed eight men before he was
shot and killed at the age of 21. You must meld
ACES (Billy the Kid) in your initial meld. In order to
make a canasta, you must have 8s (Men) melded to the
board. In order to go out, you must have a canasta in
10s (American Old West). If you complete the tasks,
you have saved the American Old West from an OUTLAW.
REMEMBER: DON'T EVER TOUCH THE PILE.



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

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

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. 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.



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

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

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

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

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.



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

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.



~*~NEW~*~ CROSSWALK NT (NOT FOR DOUBLES) ~*~NEW~*~


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld 5s, 7s, 8s, 9s, 10s, and Kings in this game. All
other cards are discards. Once you meld the 5s, 7s, 8s, 9s, 10s,
and Kings then you can make canastas. No canastas until the Cross
is melded. Wild cards can be used to make melds or canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.



~*~NEW~*~ DATE WITH A DIABLO NT ~*~NEW~*~


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Queens and Aces must be melded to be able to go out. You can make
as many canastas as you wish but you must have Queens and Aces
melded in order to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.



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.



DOG TREATS NT (NOT FOR DOUBLES)

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.



DUMBO NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You can meld and canasta anything at any time but you
must have 8s (Dumbo) melded in order to go out. If you
get a natural canasta in Queens, you have freed Dumbo
from the circus, reunited him with his mother, and
receive an automatic win. Play must stop or auto win
is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.



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.



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

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

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.



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

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

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

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

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

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

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.



~*~NEW~*~ HERDING SHEEP NT ~*~NEW~*~


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld 8s and Aces in initial meld to create the "BA".
Once you have melded 8s and Aces, you may meld other cards.
You must have 8s and Aces melded before making any canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.



HEXAGON NT (NOT FOR DOUBLES)

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.



~*~NEW~*~ HEX/MIDS NT (NOT FOR DOUBLES) ~*~NEW~*~

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: HEXAGON NT

HEXAGON NT

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.

2nd Hand: PYRAMIDS NT

PYRAMIDS NT

You must build a Pyramid by Melding 6s, 10s and Aces only in your
INITIAL MELD. Next turn you may Meld 9s, 8s and 7s in that order
to build your Pyramid. The 9s, 8s and 7s can be Melded in the same
turn OR separate turns but they must be Melded One at a Time.
First 9s pause then 8s pause then 7s. You can use Wilds and
Jokers in your Melds. After that you can make your Canastas
and Go Out. You cannot Meld 4s, 5s, Jacks, Queens, Kings, or
Black 3s they are Discards only.
Hands keep alternating until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.



HIDE AND GO SEEK NT (NOT FOR DOUBLES)

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.



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

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.



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.



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

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 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

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.



~*~NEW~*~ IN A PICKLE NT ~*~NEW~*~

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You are in a difficult position in this game. You may meld
anytime. You must have a low canasta 4-8 then a high canasta
9-K to go out. You must alternate canastas between
low/high/low/high. You may not meld or canasta Aces.
Aces are discard only.
REMEMBER: DON'T EVER TOUCH THE PILE.



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.



INVITERS CHOICE NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
When TD calls pairs first player listed will pick a game and
the table for that game. Player will announce the game in the
lobby and at the table. TD may be called to the table for rules.
REMEMBER: DON'T EVER TOUCH THE PILE.



IRISH JIG NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must meld 7s with a 2 in your INITIAL MELD. If you use a
Joker, it is a DQ. You may use other cards in your INITIAL MELD.
You must meld Jacks and Queens before making canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.



JACK AND JILL NT (NOT FOR DOUBLES)

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.



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

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

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

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

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.



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

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

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.



~*~NEW~*~ JOKES ON YOU NT ~*~NEW~*~


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must use a joker with a face card (J, Q, or K) in your initial
meld, which you may never canasta. Please type which face cards you
use with the joker in your initial meld at the table.
REMEMBER: DON'T EVER TOUCH THE PILE.



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 Ks THEN in 8s, you win the game automatically. Your canastas
in Ks THEN 8s MUST be in the same turn to qualify for the auto win.
Play must stop or auto win is voided. If you canasta your Ks, then
something else, then your 8s this is not an auto win.
REMEMBER: DON'T EVER TOUCH THE PILE.



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.
REMEMBER: DON'T EVER TOUCH THE PILE.



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.



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.
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.
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.
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.
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.
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.



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

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 Canastas. This means only the
player with the LOWEST score from round one onward may make
Canastas in the next hand. Each players total score after
each hand determines who will be able to make Canastas in the
next hand (always check your score card). Only the LOSERS may
make Canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.



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 3s.
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

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. 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

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



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.



MANS RUIN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: BLACKJACK NT
Canastas must equal 21 to go out. You may meld anytime and put
up as many Canastas as you can, but do not go over 21. If you do
you lose. You cannot go out unless your Canastas equal 21. You
must have 21, or BLACKJACK to go out. NO MORE. NO LESS.
2nd Hand: SEX ON THE BEACH NT
You must have BOTH 6s and 9s melded on your side of table to go
out. You may meld anytime and make as many Canastas as you can
but do not go out until you have BOTH 6s and 9s melded on your
side of the table.
Hands keep alternating until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.



MUMMYS CURSE NT (NOT FOR DOUBLES)

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game you must meld 7s, 8s and 9s ONLY in your INITIAL
MELD. Next turn you may Meld 6s, 10s and Aces in that order
The 6s, 10s and Aces can be Melded in the same turn OR
separate turns but they must be Melded One at a Time.
First 6s pause then 10s pause then Acess. You can use
Wilds and Jokers in your Melds. After that you can make your
Canastas and Go Out. You cannot Meld 4s, 5s, Jacks, Queens,
Kings, or Black 3s they are Discards only.
REMEMBER: DON'T EVER TOUCH THE PILE.



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 6s
they need to nasta 9s. 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

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 (kkk, 444, etc).
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

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
(ex. 4444, 4442, 4422). 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.



~*~NEW~*~ NOAHS 2S NT ~*~NEW~*~


Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your first meld must have two 2s (example 4422 or 44422) which
you may never canasta. You may not discard any 2s. Please type
your meld with the 2s in the room after you meld.
REMEMBER: DON'T EVER TOUCH THE PILE.



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

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



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

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

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld 3s, 4s, 5s, 6s and Jacks, Queens, Kings, and Aces.
All other cards are for discards only. You may never meld or canasta
7s, 8s, 9s, or 10s. If you meld or canasta them, you DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.



PENTAGON NT (NOT FOR DOUBLES)

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



PIRATES GOING TOPLESS NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You may only meld to the table 4s, 5s, 6s, 7s, 8s, 9s, and 10s.
You can only make canastas for Jacks, Queens, Kings, and Aces.
REMEMBER: Jacks, Queens, Kings, and Aces straight to a canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.



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)

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



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

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

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.



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.
Hands keep alternating until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.



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
1st Hand:: HIGH JACK NT
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.
2nd Hand: HIGH QUEEN NT
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

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
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.



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 Aces. Second hand Aces or Kings.
Third hand Aces, Kingss or Queens and so on until there is a winner.
REMEMBER: DON'T EVER TOUCH THE PILE.



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

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

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

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st 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.
2nd 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.
3rd 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.
4th 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.
5th Hand: Start over with KING ME NT.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.



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

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



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

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.


SHOOT OUT 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.



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, 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 shopping trip wins the game (5000 pts).
REMEMBER: DON'T EVER TOUCH THE PILE.



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 4s. Second hand 4s or 5s.
Third hand 4s, 5s or 6s and so on until there is a winner. Aces
are neutral and may be melded and canasta. Black 3s must be
discarded they cannot be melded to go out.
REMEMBER: DON'T EVER TOUCH THE PILE.



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



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

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

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, Jacks, and Aces). You may meld
anything in your INITIAL MELD but you cannot make any canastas
until you have melded all four corners. If you get a RED CANASTA
in 8s (sinking the 8 ball), it is an automatic win (CAN ONLY DO
THIS IF YOU HAVE ALL FOUR CORNERS). 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

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 7s, made after your INITIAL MELD in any hand, wins
the game. 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

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: Jacks, Queens, Kings, Aces. 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

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
5s, 6s, 8s, 9s, Jacks, and Queens are the only cards allowed
to be melded. All other cards are discards.
Once you meld the 5s, 6s, 8s, 9s, Jacks, and 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

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

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You need 2 Canastas to go out. Meld any time. Out any time.
You get a RED canasta at any time its an auto win. Play must
stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.



SWEET SIXTEEN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
You must have 6s and 10s melded before making ANY Canastas.
You may NOT pick up PILE. You may meld ANYTHING at ANYTIME,
but if you make a Canasta in 6s AND 10s in the same hand,
yell SWEET SIXTEEN, and you automatically win the game.
Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.



SWING SHIFT NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, No bots, points 5000
1st hand: 7-3 SHIFT
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 SHIFT
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 SHIFT
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 hand 1.
REMEMBER: DON'T EVER TOUCH THE PILE.



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.



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 Queen before going out. If you make
a canasta in all 6s, 9s and Queens, 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 Queens, it is a DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.



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

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

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), Kings OR Queens and 9s must be
melded in order to canasta. You must have a canasta in 9s
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

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Oinkers are Jacks, Queens, Kings, and Aces. 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

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

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.



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, Queens, Kings, and Aces. All
other cards are discards. You can meld in any order and can
use wilds. Once you meld the 6s, 9s, 10s, Queens, Kings,
and Aces then you can make canasta(s).
REMEMBER: DON'T EVER TOUCH THE PILE.



V NT (NOT FOR DOUBLES)

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, Queens and Kings.
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

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,
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 shopping trip wins the
game (5000 pts).
REMEMBER: DON'T EVER TOUCH THE PILE.



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.



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, Jacks, and Kings).
Your second canasta must be EVEN (4, 6, 8, 10, Queens, and Aces).
Your third canasta must be ODD and your fourth EVEN etc.
REMEMBER: DON'T EVER TOUCH THE PILE.



WILDLESS INTRIGUE NT (NOT FOR DOUBLES)

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. TWO RED
CANASTAS IN ANY HAND IS AN AUTO WIN. Play must stop or auto win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.



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.



WIZARD OF OZ NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand: RED 3 AND QUEENS
You must have a red 3 in order to meld and a canasta in Queens
to go out.
2nd Hand: LUCKY 7S
First canasta must be in 7s.
3rd Hand: 10S NO CANASTA
No canasta until 10s are melded.
4th Hand: NO 6S AND 7S
6s and 7s may ONLY be used as discards.
5th Hand: RED 3S
You may meld and canasta at any time, but if you get all red 3s
in this hand it is a DQ.
6th Hand: KINGS AND ACES
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.



WONDER WOMEN NT

Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In order for Wonder Woman to save the world, she must defeat
Ares with her golden lasso. You must meld QUEENS (Wonder Women)
in your initial meld. In order to make a canasta you must have
KINGS (Ares) melded to the board. In order to go out you must
have a canasta in ACES (World). If you complete all these tasks
you have saved the world and are a SUPER HERO.
REMEMBER: DON'T EVER TOUCH THE PILE.



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 Aces, Kings and Jacks 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

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 9s and 5s Melded to the Table.
If you Go Out and you do not have 9s and 5s Melded you will be
DQ. You can use Wilds and Jokers in your Meld.
REMEMBER: DON'T EVER TOUCH THE PILE.



YOYO 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 MELD.
1st Hand: NO 4s may be Melded.
2nd Hand: NO 4s and Aces may be Melded.
3rd Hand: NO 4s, 5s and Aces may be Melded.
4th Hand: NO 4s, 5s, Kings and Aces may be Melded.
5th Hand: NO 4s, 5s, 6s, Kings and Aces may be Melded.
6th Hand: NO 4s, 5s, 6s, Queens, Kings and Aces may be Melded.
7th Hand: NO 4s, 5s, 6s, 7s, Queens, Kings and Aces may be Melded.
8th Hand: NO 4s, 5s, 6s, 7s, Jacks, Queens, Kings and Aces may be Melded.
9th 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 Outsiders Staff on 9/27/2022