Going out earns a bonus, but the team with the highest score at the end of the match wins.
Teams and dealing
Exactly four players form two teams: seats 1/3 and 2/4. Turns alternate between teams. Disconnected players keep their seats and draw/discard automatically.
There are 106 tiles: two copies of 1-13 in four colours and two jokers. There is no indicator tile. Each player receives 14 tiles; the player to the dealer's right receives 15 and starts by discarding without drawing. Red/yellow threes are exposed and replaced, including during the deal.
Melds and canastas
A meld starts with at least three tiles of the same number, regardless of colour. Numbers 1 and 4-13 are natural; 2 and jokers are wild. Naturals must outnumber wilds, with at most three wilds per meld.
Each team has one meld per number. Both partners can create and extend their team's melds on their own turns. You cannot add tiles to your opponents' melds. Melded tiles cannot be moved or recovered, including wilds.
At least seven tiles form a canasta: 500 points for all-natural, 300 with wilds, including aces. A dirty canasta remains dirty after adding naturals. Each meld earns one canasta bonus.
At least 7 natural tiles, with no wilds.
At least 7 tiles, with 1–3 wilds and more naturals.
Tile values
| Tile | Points |
|---|---|
| 1 | 25 |
| 2 | 20 |
| 4–9 | 5 |
| 10–13 | 10 |
| Joker | 50 |
| 3 — all colours | See the special rules |
Team opening meld
One partner must meet the threshold during a single turn using one or more melds. Tile values include wilds, but exclude canasta bonuses and bonus threes. Once opened, both partners can meld and add tiles without another threshold.
| Team score at the start of the round | Opening threshold |
|---|---|
| Below 0 | 15 |
| 0–1,499 | 50 |
| 1,500–2,999 | 90 |
| 3,000–6,999 | 120 |
| 7,000 or more | 150 |
Drawing and taking the discard pile
Begin your turn by drawing from stock or taking the discard pile. The starting player with 15 tiles only discards.
To take the pile, the top tile must be natural and you must hold two matching natural tiles in your own hand. Meld those three together, or add them to the team's existing meld. Your partner's tiles and already melded tiles cannot replace the pair.
Before your team has opened, meet the threshold using only your hand and the top discard. The remaining pile becomes available only after validation. Take the entire pile, leaving it empty. You may then meld recovered tiles before discarding.
A 2, 3 or joker on top blocks pickup. A wild lower in the pile does not freeze it.
Threes
Red/yellow threes are automatically exposed in the team bonus area and replaced; repeat for consecutive bonus threes. Each scores +100 if the team opened, otherwise -100. All four score +400 or -400, without doubling.
Black/blue threes stay in the hand and can be discarded, blocking the next player's pickup. Each left in either partner's hand costs 100 points. Threes cannot form melds or canastas.
Going out
Your team must have at least one clean or dirty canasta. Meld/add all but one tile, then discard it. You cannot meld away the last tile without retaining a discard.
Your partner may still hold tiles, which are deducted. Going out earns 100 points. A black/blue three may be the final discard. Going out with a wild does not double the score or automatically win the match.
Round scoring
Team round score = all melded tile values + canasta bonuses + special three scores + going-out bonus minus the value of tiles remaining in both partners' hands.
Canasta tiles also count at face value. Threes count only once under their special rules. There is no extra penalty for not opening. Scores can be negative and are added to the team's match total.
Stock exhaustion
The player drawing the last ordinary tile finishes their turn, then the round ends. If the last tile is a bonus three without a replacement, record it and end immediately. Score normally; award the going-out bonus only for a legal finish.
Match length and awards
Friends and quick-start tables offer one round, three rounds, or a target of 10,000 team points. The higher total wins. A tie when a winner is required adds another round.
Each winner gains 1,000 account points per round actually played; each loser loses the same amount. Canasta points contribute to the common total alongside the other Rummy modes.
Arena uses three rounds plus tie-breaks. Each winner gains the entry stake net; each loser loses the stake. Extra rounds do not multiply the stake.
Joker button
Each player can use the Joker button once per round, provided the account has an extra joker and a joker is available to draw. The account joker balance is shared with the other Rummy modes.
