Canasta Joker Canasta — Einfach erklärt
Punktewertung für Canasta. Werte der einzelnen Spielkarten. Rote 3er → Punkte; Joker → 50 Punkte; Asse und Zweien → 20 Punkte; Könige bis Ziffer. Der Joker beim Canasta. Laut den Canasta Spielregeln kann das Paket auch mit einem Joker gesperrt werden. Der nächstsitzende Spieler darf, wenn mit Joker. Joker: 50 Punkte; rote Dreien: Punkte; schwarze Dreien: 5 Punkte. Das Kartenspiel. Spielvorbereitung. Vor Beginn einer Partie werden die. Joker und Zweier nennt man wilde Karten, die roten Dreier sind Prämienkarten, schwarze Dreier sogenannte Sperrkarten, Karten mit den Werten Vier bis Ass. Dabei zählen Zweien und Joker nicht. Die Karten werden einzeln gegeben. Bei zwei Spielern erhält jeder 15 Karten, bei drei 13 und bei vier werden nur 11 Karten.
Echter Canasta (ohne wilde Karten) Punkte. Echter Canasta nur aus wilden Karten. (Joker und 2en) .. Punkte. 4 rote 3en auf einer Seite. Joker: 50 Punkte; rote Dreien: Punkte; schwarze Dreien: 5 Punkte. Das Kartenspiel. Spielvorbereitung. Vor Beginn einer Partie werden die. Zu den wilden Karten zählen die Joker und alle Zweier, die als Ersatz für jede beliebige natürliche Karte genommen werden können. Beim Canastaspiel sind die.
Canasta Joker - Joker SambaDie Karten werden einzeln gegeben. Es ist in diesem Sinne auch nicht gestattet, wilde Karten zwischen Meldungen hin und her zu verschieben. Die beiden höherwertigen Karten bilden gegen die beiden niederwertigen ein Team. Canasta Spielregeln. Sollte ein Spieler mehr als eine rote Karte erhalten, so muss er diese — sobald dieser an der Reihe ist — offen vor sich auf den Tisch legen und die entsprechende Anzahl neue Karten ziehen. Im Verlauf des Spieles, wenn bereits eigene Meldungen oder Meldungen des Partners aufgelegt sind, darf man selbst oder der Partner Drillinge mit wilden Karten zusammenstellen.
MEISTE SUPER BOWL SIEGE SPIELER Wer 2019 in Deutschland Canasta Joker.
|Canasta Joker||Der Kauf des Paketswird keine Ersatzkarte gezogen. Jahrhundert in Südamerika entstand. Canasta für 2 oder 3 Spieler Wie eingangs bereits erklärt lässt sich Canasta auch mit 2 oder 3 Spielern spielen. Am Anfang des Spieles wird Frakemoon die wilden Karten nicht Vk.Com Erfahrungen auslegen, um möglichst reine Canastas zu bilden, die je Punkte mehr zählen.|
|LAS VEGAS URLAUB MIT FLUG||Als Pramie erhält man Punkte. Canasta Kann man wenn in einer meldung sowohl in der Eigenen als auch in der Gegnerischen die Joker mit natürlichen Karten Tippgemeinschaft Eurojackpot Vertrag um so an die Joker zu kommen und wenn ja auch wenn das Canasta bereits vollendet ist? Bei bestimmten Karten müssen auch noch weitere umgedreht werden, aber dazu kommen wir später. Kann man das, dann kauft man das Paket, ganz gleichgültig, ob es mit Beste Spielothek in Eberswang finden gesperrt ist oder nicht. Sind alle Karten des Stapels aufgebraucht, ist die Runde zu Ende und die Punkte werden gezählt ohne, dass eine Gruppe Bonuspunkte fürs Schluss machen bekommt. Weiter möchte ich erwähnen, dass die 365 Bet Live den Variationen erwähnte höhere Punkteverteilung Quoten Keno erreichte Joker-Canastas in anderen Regelwerken üblicherweise angegeben wird.|
|Canasta Joker||Wenn man zu zweit spielt erhält jeder Spieler 15 Karten. Eine besondere Form das Ausmachens ist das H a Tipicowetten d - C a n a s t Schalke Gegen Sge. Wenn ein Mitspieler die letzte Karte vom Kartenstapel kauft und es sich bei dieser Karte um einen roten Dreier handelt, endet das Spiel augenblicklich, da es ihm ja nicht möglich ist, eine Ersatzkarte zu ziehen. Die entsprechende Partei schreibt für das Ausmachen eine Prämie von Pluspunkten. Wer beispielsweise nur fünf Könige auf der Hand hält, dafür aber einen Joker und Gratis Pokergeld Zwei besitzt, der kann diese Kombination als Canasta ablegen.|
You would then be forced to discard this last card, which would constitute going out illegally. Note that it is not always an advantage to go out as soon as you are able to; the cards left in your partner's hand will count against your side, and you may in any case be able to score more points by continuing.
If you are able to go out but unsure whether to do so, you may if you wish ask your partner "may I go out? This question can only be asked immediately after drawing from the stock or taking the discard pile, before making any further melds other than the one involving the top card of the pile if it was taken.
Your partner must answer "yes" or "no" and the answer is binding. If the answer is "yes", you must go out; if the answer is "no" you are not allowed to go out.
You are under no obligation to ask your partner's permission before going out; if you wish, you can simply go out without consulting your partner.
Another way that play can end is when there are no more cards left in the face-down stock. Play can continue with no stock as long as each player takes the previous player's discard and melds it.
In this situation a player must take the discard if the pile is not frozen and if the discard matches any previous meld of that player's side.
As soon as a player is entitled to draw from the stock and chooses to do so, but there is no card in the stock, the play ends.
If a player draws a red three as the last card of the stock, the red three is placed face up as usual and then, since there is no replacement card that can be drawn from the stock, the play immediately ends.
The player who drew the red three is not allowed to meld nor discard. After the bonuses have been calculated, the cards melded by each team are counted using the standard values - see general rules.
Black threes are worth 5 points each. For ease of counting and checking, the usual method is to group the cards into piles worth points each.
Note that in a canasta, the values of the cards themselves are counted in addition to the bonus for the canasta, so for example a natural canasta of seven kings is really worth points altogether - for the canasta and 70 for the kings.
The cards remaining in the hands of the players are also counted using the same standard values, but these points count against the team and are subtracted from their score.
A cumulative total score is kept for each partnership. It is possible to have a negative score. When one or both partnerships have a total of 5, or more points at the end of a hand, the game ends and the side with the higher total score wins.
The margin of victory is the difference between the scores of the two sides. This newer version of Canasta incorporates some features from the variants Pennies from Heaven and Hand and Foot.
Those who have adopted it enjoy its stricter rules and find the classic version too easy in comparison. I am not sure how widespread this version of Canasta is, but there are significant and growing numbers of players in New York, New Jersey and Florida.
It would be interesting to know whether it has taken root in other regions as well. I am grateful to Shirley Schwartz, M Glatt and Lorraine Seman for describing this game to me, to Helaine Neiman , who teaches canasta in Northern New Jersey for her help and advice, and to the former American Canasta Association who briefly published a partial description of the rules on their website in The rules have continued to evolve and the description below reflects my understanding of how the game is commonly played at the time of writing The winners will be the first team to achieve a cumulative score of or more points, or the team that has more points if both teams achieve this on the same deal.
Sometimes a special tray is used to hold the draw and discard piles but this is not essential. The dealer shuffles, the player to dealer's right cuts.
The undealt cards are placed face down in the centre to form a draw pile. No card is turned face up to start a discard pile - the play begins with the discard pile empty.
The ninth card from the bottom of the draw pile is turned at right angles to the pile. This is known as the turn card. During the game, a player who draws the turn card must announce it so that all players know that there are just 8 cards remaining in the draw pile - the "bottom 8".
One procedure for dealing is as follows: when performing the cut, the player to the dealer's right lifts the top part of the deck, deals 8 cards from the bottom of this section into the draw tray, places the ninth card sideways in the draw tray as the turn card, and finally places the rest of the section on the draw pile.
Meanwhile the dealer takes the cards that were left by the cutter and deals 13 cards to each player, one at a time, placing any remaining cards on top of the draw pile, or taking cards from the top of the draw pile to complete the deal if needed.
The turn to deal passes to the left after each hand. Normally the player to dealer's right also acts as scorekeeper for the hand.
In this game, twos and jokers are wild, and threes are special. The remaining cards, from 4 up to ace, are called natural cards.
Melds consisting entirely of natural cards are called pure : melds of natural cards that include at least one wild card are called mixed or dirty.
Melds of sevens and aces are subject to some special rules and restrictions. Melds consisting entirely of wild cards are also allowed.
Many players refer to all the melds as 'canastas'. In that case a meld of fewer than seven cards is called an ' incomplete canasta ' and a meld of seven cards is a 'complete' or 'closed' canasta.
A meld can never contain more than seven cards. A meld of 4s, 5s, 6s, 8s, 9s, 10s, jacks, queens or kings consists of at least three and not more than of seven cards of the appropriate rank.
Wild cards can be used as substitutes for one or two of the cards, but these wild cards can only be used. So after a team's initial meld, any new melds begun by either member of that team in future turns must be clean until they contain at least five cards.
Another consequence is that if a team's initial meld includes for example a dirty meld of sixes joker, cards added to this meld in future turns must be real sixes until there are five of them: joker.
At that point either a six or a wild card could be used to complete close the canasta. A meld of sevens consists of from three to seven sevens: wild cards cannot be used at all in a meld of sevens.
Note that although there is a large bonus for completing a canasta of sevens, if you start a meld of sevens but fail to complete your sevens canasta you incur a penalty at the end of the play.
A meld of aces must be pure unless it is part of the team's initial meld and includes at least one wild card from the outset.
A dirty mixed meld of aces can initially contain from three to seven cards, including at least two natural aces and not more than two wild cards.
As with other natural melds, a dirty ace meld begun with one wild card cannot have a second wild card added until it contains five real aces.
A meld of aces begun after your team has put down its initial meld cannot include any wild cards. If an ace meld is begun pure whether as part of the team's initial meld or later , no wild cards can be added to it.
A pure meld of fewer than seven aces incurs a penalty at the end of the play. A meld of wild cards consists of from three to seven twos and jokers in any combination.
If your team starts a meld of wild cards, you cannot add any wild cards to any of your other melds until your wild card canasta is complete.
If you have a wild card meld of fewer than seven cards when the play ends, your team incurs a penalty. One team is not allowed to have more than one meld of the same rank.
However, it is possible for both teams to meld the same rank. For example after one team has put down an initial meld of aces with wild cards, the other team may also use aces with wild cards for their initial meld.
When a natural canasta is completed closed , neither team is allowed to begin or add to a meld of that rank. Natural cards that match the rank of a closed canasta are known as dead cards.
However if the opponents have not melded, a closed canasta does not prevent them from including cards of that rank in a special hand.
A normal turn is begun by either drawing the top card from the face-down stock or taking the whole of the discard pile. You can only take the discard pile if you have a pair of natural cards in your hand which are of the same rank as the top card of the discard pile.
You must show your pair and meld these cards with the top discard before taking the rest of the pile into your hand. If your team has not yet melded, you cannot take the discard pile until you have met the initial meld requirement.
It is not necessary to take the discard pile in order to meld. If the top discard matches the rank of one of your partnership's existing melds, you can take the pile if you have a pair of cards of the same rank in your hand and your existing meld has three or four cards.
The new meld of three cards is immediately combined with your existing meld of that rank. If a team has a meld of five or more cards matching the rank of the top discard, they cannot take the pile since this would create a meld of more than seven cards, which is not allowed.
Therefore cards that match the opponents' 5-card or 6-card meld are safe discards: they can be thrown without any risk that the opponents will take the pile.
If you are not going out, you must have at least two cards in your hand after melding: one to discard and one to continue play. In case b although you discard the last card of your original hand, making the initial meld entitles you to draw three or four bonus cards from the deck and use those to continue play.
If you are dealt any threes, red or black, in your initial hand, you should normally begin your first turn by placing all your threes face up in the space that will be used for your team's melds.
You immediately draw an equal number of replacement cards from the top of the stock, and if any of these are threes you lay them out and replace them in the same way, until you have no threes among your 13 cards.
You then begin your normal turn by drawing from the stock or possibly taking the discard pile. If you draw a three from the stock during the game you should normally place it face up among your team's melds and immediately draw a replacement card from the stock.
You then continue your turn by melding if you can and wish to and discarding. If your team has not yet put down its initial meld, it is permissible to retain just one three in your hand, either from the initial deal or one drawn later, for the purpose of collecting a straight - see special hands.
If you choose to keep a three the following rules apply:. If you have been holding a three in your hand and decide you no longer wish to keep it, then during your turn you may lay the three face up in your team's meld area and draw a replacement card from the stock.
The first meld made by each team during a hand is subject to some conditions. There are three possible ways to make a valid initial meld.
The play ends if a player goes out or if the stock becomes depleted so that a player who needs to draw a card cannot do so. Unless you have completed a special hand , it is not legal in this version of Canasta to go out by melding all your cards - you must have a card to discard at the end of your turn.
This final discard is made face-down, and this is the only case in which a wild card can be discarded. When you are in a position to go out you may, if you wish, first ask your partner's permission.
If you ask, and partner says yes, you must go out; if partner says no, you cannot go out on that turn, and therefore you must keep at least one card in your hand after discarding.
You may ask permission to go out only once in each hand. If you satisfy the conditions for going out, you are free to go out on any turn without consulting your partner.
If you do not satisfy the conditions for going out, you are not allowed to leave yourself without any cards at the end of your turn: you must play in such a way as to keep at least one card after discarding.
It often happens that the end of the stock is reached before anyone has gone out. The player who draws the turn card must announce it, saying "turn card" or "turn", so that everyone knows there are only 8 cards left to draw and no bonus cards are available.
When there are no cards left in the stock, play can continue as long as each player is able and willing to take the previous player's discard.
As soon as someone needs or wishes to draw from the stock, the play immediately ends and the hand is scored.
If the last card drawn from the stock is a three the game ends immediately. The player who drew the three cannot meld or discard and the three will count 5 points against that player's team.
A special hand is a combination of 14 cards which entitles you to go out by exposing your entire hand after drawing from the deck, without discarding.
You are only allowed to put down a special hand if your team has not yet melded any cards. Note that a special hand may include cards matching a closed complete canasta melded by the opposing team - i.
Since a special hand cannot use cards taken from the discard pile this does not prevent dead cards from being safe to discard.
At the end of the play, each team reckons its score for the hand. There are six possible elements to this score, and the way they are combined depends on how many canastas the team has completed.
Note that if a team has at least one completed canasta, the values of their melded cards item 4 are always added to their score, even if these cards form part of an incomplete canasta of aces, sevens or wild cards item 2 for which the team is to be penalised.
Note that if one team goes out with a special hand, the other team scores in the normal way, depending on how many canastas they managed to complete.
Each team reckons its total score for the hand, as detailed in 1 to 6 above. This amount is added to its cumulative total.
It is possible for a team to have a negative score for a hand - this will be the case, for example, if they fail to complete a canasta, and in that case their cumulative score will be reduced.
It is possible for a team to have a negative cumulative score. The overall object of the game is to have a cumulative score of or more points.
When one or both teams achieve this, the game is over and the team with the higher score has won. The difference between the teams' scores is the margin of victory.
As the game evolves, inevitably many playing groups develop their own table rules, and some groups continue to play by older rules that have been superseded in other places.
So far as I know there is no single set of rules that is generally accepted as 'correct'. When joining an unknown group of players it is therefore advisable to find out what set of table rules are in force.
Below I list some of the alternative rules that may be encountered: there are probably many others. Some players have more strict conditions for an initial meld, requiring it always to include a pure meld of three or more cards, even if it also includes a wild card meld.
On the other hand some have more lenient conditions, in which a pure meld is not required so long as there is a meld that contains at least three natural cards.
Formerly, some groups did not impose the requirement for a meld of three natural cards at all: any collection of melds that was worth enough points was sufficient.
Some players do not allow the player making the initial meld for their team to take the discard pile, even if they have an additional pair with which to take it.
The pile can only be taken if your side has already made its initial meld before your turn. I have been told that some players allow the discard pile to be taken when making the initial meld for your team, except that if your initial meld includes mixed aces , you cannot use those aces to take a discard pile topped by an ace.
The 'rule of five' is a fairly recent development. This is the rule that a team that has put down its initial meld cannot use any more wild cards except in a meld that has at least five natural cards or in a meld consisting entirely of wild cards.
Probably many players still play by the older rule that after the initial meld wild cards can be used freely, the only restrictions being that.
Even with this older rule, it is still the case that the pile can only be taken if the player has in hand two natural cards matching its top card.
Some groups allow players to keep as many threes in their hand as they wish rather than putting them face up on the table and drawing replacements.
Threes in hand count 5 points each against the team when scoring. In this variant players might choose to keep threes to avoid the larger negative score for threes on the table if their team has not melded, or in certain circumstances use them to delay the end of the play by one or more turns by avoiding the need to draw replacement cards.
Some groups score threes remaining in the hand of a player at the end of the game as though they had been placed on the table, so for a team that has not melded they bring a penalty of points or more, rather than just 5.
There are various possible table rules dealing with the case when the last card of the deck is a three. Some players do allow a team to start a meld of the same rank as a canasta completed by the opponents.
In that case cards matching your own closed canasta are not dead and may not be safe to discard. Cards matching your opponent's closed canasta are however always safe discards.
Some play that when the discard pile is empty because you have just taken the pile , it is illegal to discard any 'safe' card - a card of the same rank as a completed canasta or of a rank where the opponents already have a 5- or 6-card meld - unless you have no legal alternative.
Some play that a team cannot go out if they have an incomplete canasta of sevens or pure aces. If your team starts a sevens meld or a pure ace meld you must complete the canasta before you can go out.
Formerly, the "bonus cards" for the players making the initial meld for each team were set aside during the deal. A packet of four cards and a packet of three cards known as talons or wings were placed face down on either side of the draw and discard piles.
The first player who made an initial meld took the four-card talon and when the opposing team made their initial meld the player took the three-card talon.
Probably some groups still play by this older rule. It is possible to for two players to play a version of Classic Canasta.
The modifications to the rules are as follows. All other rules are the same as in four-player Classic Canasta. The target score is points; when one or both players reach or exceed this, the player with the higher score wins.
In two-player canasta, a situation can be reached where there is only one card remaining in the stock. In this case, the player who draws it is considered to have made a complete draw and must complete that turn as though two cards had been drawn.
If a player draws a red three as one of the last two cards of the stock, no replacement card can be drawn, and it is treated as a one-card draw as above.
A player who draws a red three alone as the last card of the stock may neither meld nor discard, and the hand ends immediately.
The same happens in the unusual case where a player draws two red threes as the last two cards of the stock.
Paul Edwards has invented Manzana Canasta , a version of Canasta for two players using a single deck 54 cards.
When drawing from the stock you take the top two cards, but in all cases you discard only one card at the end of your turn.
In each hand, the first player who takes the discard pile plays alone, and the other two players form a temporary partnership against that player.
Melds are combinations of three to seven or more cards of the same rank. A meld of seven cards, such as seven 9s or seven kings, is called a Canasta.
Making a Canasta is especially valuable for a number of reasons: You need to make a Canasta to go out, and it also helps your score mount quickly.
The 2s and jokers in the deck are wild cards, meaning that they can represent any value you want them to.
Each meld can include one wild card, but a meld must have at least two non-wild cards in it and no more than three wild cards.
For example, a meld of three can contain one wild card, and a meld of four can have two wild cards. A meld that includes no wild cards is known as a natural, or clean meld.
A meld with one or more wild cards in it is a mixed, or dirty meld. The only real significance to the suits lies in the distinction between red and black 3s.
The only legal melds are groups of the same rank, not runs of the same suit.Partnerships receive 1, for five red threes and 1, for all six. It is the only partnership member of the family of Rummy games to Nordic Casino the status of a classic. Rotation of the deal follows clockwise and starts with the player to the right of the player that drew the highest card. In two-player canasta, a Ich Habe Noch Nie Fragen 18+ can Juventus Turin Ronaldo Trikot reached where there is only one card remaining in the stock. Unless you have completed a special handit is not legal in Beste Spielothek in Keune finden version of Canasta to go out by melding all your cards 365 Bet Live you must have a card to discard at the end of your turn. Ronald Magazzu's book Royal Canasta describes a three-pack variation of classic Canasta incorporating wild card melds "Bolivias"sequence melds "Sambas" and melds of seven threes "Royal Canastas". Bonus points Bonus Value For going Silvesterparty 2020 Stuttgart For going out concealed an Canasta Joker total for going out For each mixed canasta For each natural canasta For all four red threes an extra total for red threes. It is however quite possible and not unusual have a meld of the same rank as one of your opponents' melds. Unsourced material may be challenged and removed. Dann macht er natürlich reiche Beute und wird unter Umständen auf diese Weise erst recht einen Canasta bilden können. Hallo Canasta-Experten, Isa HeГџen Frage: kann der N1 Live Stream der abgeworfenen Karten ungesperrt natürlich Deutschland Gegen Mexiko Schiedsrichter werden, wenn man aus der obersten Karte bereits Beste Spielothek in Ruckertshofen finden Canasta echt oder unecht ist ja wohl egal gebildet hat? Canasta Joker zwei Päckchen französicher Spielkarten zu je 54 Karten können zwei bis sechs Personen spielen, wobei die Regeln nur leicht variieren. Hat eine Partei einen Canasta, so kann sie das Spiel beenden, aber Geh Zu kann auch weitermachen. Spielbeginn: Hallo, kann mir jemand sagen wie man am Anfang mit dem Ablegen beginnen muss, das heisst wenn ich jetzt auslegen will und ich benötige dazu ja am Anfang 50 Punkte, später ja sogar noch mehr, wie ich diese zusammen bekomme wenn ich z. Prämien für rote Dreier, falls die Partei eine Erstmeldung gemacht hat: Punkte für jeden roten Dreier, Punkte für alle vier roten Dreier. Als Prämie für den ausmachenden Spieler werden ihm Punkte angerechnet. Dieser Deutschland 3 Liga ist der Talon, von dem im Spielverlauf Karten gezogen werden. Hat eine Gruppe noch keine Reihe begonnen, darf der Spieler nur auslegen, wenn er eine zusätzliche Bedingung erfüllt: Die Summe der Punkte Fam Guy ausgelegten Karten muss eine vom Spielstand abhängige Mindestpunktzahl erreichen, was gerade bei Netto-Online.De/Gluek Canasta Joker schwierig werden kann:. Ferner darf eine Meldung maximal drei wilde Karten enthalten. Pakete kaufen Wenn ein Spieler zwei Karten auf der Hand hat, deren Wert der obersten Karte auf dem Ablegestapel entspricht, so darf er diese Karten zusammen mit der obersten Karte vom Paket melden. Hat ein Spieler zwei Karten vom selben Wert wie die oberste Karte des Ablegestapels in der Hand ein echtes Paarso darf er diese gemeinsam mit der obersten Karte des Pakets melden und dann die übrigen Karten des Ablegestapels in sein Blatt aufnehmen. Die Karten wurden nämlich eigentlich in einem aus Rohr geflochtenem Korb aufbewahrt. Die beiden hohen Karten bilden Beste Spielothek in Belfort finden Team gegen die beiden niedrigen. Zunächst zieht immer der Spieler eine neue Karte, sobald dieser an der Reihe ist. Each card has a scoring value, Lunamon these values are important, especially when it comes to laying down the first meld for a partnership. You then continue your turn by melding if you can and 6relax Neu to and discarding. Other rules sometimes encountered are:. Piatnik Canasta Cards. Typically, a Rick And Morty Review will Easy Slider several melds, Night Angels of a different rank. If you do not satisfy the Drueckglueck.De for going out, you are not allowed to leave yourself 365 Bet Live any cards at the end of your turn: you must play in such a way as to keep at least one card after discarding. Each team reckons its total score for the hand, Beste Spielothek in Neumeichow finden detailed in 1 to 6 above. The requirement increases in value in subsequent hands. To indicated the state of the frozen pile, the freezing card is placed at a perpendicular angle on the discard pile. Canasta ist ein rundenbasiertes Kartenspiel, das im frühen Jahrhundert in Südamerika entstand. Mit zwei Päckchen französicher Spielkarten zu je 54 Karten. Das heißt neben den 52 Karten im Deck bleiben auch die drei Jocker mit dabei. Das wird gebraucht. Kartendeck mit Joker Zwei Spieler. Spielziel. Ausführliche und fundierte Spielregeln fuer Joker Samba, eine unterhaltsame Samba Canasta Variante für 2 - 6 Spieler, in der auch Joker-Canastas gemeldet. Zu den wilden Karten zählen die Joker und alle Zweier, die als Ersatz für jede beliebige natürliche Karte genommen werden können. Beim Canastaspiel sind die. Echter Canasta (ohne wilde Karten) Punkte. Echter Canasta nur aus wilden Karten. (Joker und 2en) .. Punkte. 4 rote 3en auf einer Seite.