CASTAWAYS New Game Rules
~*~NEW~*~ 5 DUCKS FOR ME NTC ~*~NEW~*~
5 DUCKS FOR ME NTC
Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your initial meld must include 5s. In order to canasta, you must have 4s melded to the table BEFORE you canasta. In order to go out, you need a MaMa duck
canastad, so either Q's or Aces.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ ALICE IN WONDERLAND NT ~*~NEW~*~
ALICE IN WONDERLAND NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
ACES must be in your initial meld. In order to canasta you must have
7s or 5s (Mad Hatter) melded with a 2. Once you have your MH melded
you can be the Cheshire Cat and go out!!
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ BEDTIME NTC ~*~NEW~*~
BEDTIME NTC
Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The usual time, around the world to go to bed is 10 pm. In this game you
can meld, and canasta anytime. However, you must have 10s melded BEFORE going out, not as you go out.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ CRAZY 4 YOU NT ~*~NEW~*~
CRAZY 4 YOU NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game, 4s must be in inital meld. You may use other cards, but 4s must be melded.
In order to canasta, you must have 8s melded BEFORE making any canastas. To go out, you need to
canasta Queens.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ DUMMIES NT ~*~NEW~*~ ( NO DOUBLES )
DUMMIES NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In this game you must meld all low cards 4-7 in initial meld. You can use wilds, but nothing
higher than a 7. To go out you must canasta one of the 4-7 cards.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ ELEPHANT NT ~*~NEW~*~
ELEPHANT NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
In the wild, elephants have long memories. So, in this game there is a trick.
In the first hand, you can meld, canasta and go out at will. The TRICK: You
need to remember what your canastas were from the first hand to meld in all the
following hands. TIP: Make sure you post your canastas at the table, because if you meld
without one of the canasta cards from the first hand, you will DQ.
EXAMPLE: YOU CANASTA 4s, AND KINGS. EVERY HAND AFTER YOU NEED TO MELD ONE OF THEM IN INITIAL MELD.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ FARMVILLE NT ~*~NEW~*~
FARMVILLE NT
Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Farms are planted in rows, so your INITIAL MELD must be 3 in a row.
EXAMPLE: 456, 567, 678, 789, 8910, 910J, 10JQ, JQK, QKA. POST YOUR ROW IMMEDIATELY OR DQ
TO GO OUT YOU MUST CANASTA ONE OF YOUR ROW CARDS, AND ANY OTHER 2
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ FLOWERS IN THE ATTIC NT ~*~NEW~*~
FLOWERS IN THE ATTIC NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Women always need flowers so in this game you may meld at any time, with whatever cards you like. However,
BEFORE you canasta, you must have Qs melded, and one of your canastas must be Aces to go out. You
cannot go out until ACES are made into a canasta.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ FROSTY THE SNOWMAN NT ~*~NEW~*~
FROSTY THE SNOWMAN NT>
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Winter has arrived, and a magical snowman named Frosty must be built before the sun comes out.
Each part is important, and only careful play will keep him standing strong. You must meld 8s (Frosty) in your initial meld to begin building him.
In order to make any canastas, you must have 6s (Buttons) melded to the board, because without buttons Frosty cannot hold together.
In order to go out, you must have a canasta of 10s (Frosty’s Magical Hat) to complete him. If you complete all of these tasks,
Frosty will come to life, winter will prevail, and you are FROSTY’S MAGIC MAKER.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ FROZEN SAVES ARENDELLE NT ~*~NEW~*~
FROZEN SAVES ARENDELLE NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Arendelle has been frozen by an eternal winter, and only true love can restore balance to the kingdom.
Elsa has lost control of her powers, and it is up to you to help save everyone from the cold. You must meld Queens (Elsa) in your initial meld to begin the journey.
In order to make any canastas, you must have 8s (Olaf) melded to the board, because even in the coldest moments, Olafs warmth keeps hope alive.
In order to go out, you must have a canasta of 7's (Anna's True Love). If you complete all of these tasks, the eternal winter will be broken,
Arendelle will be saved, and you are a MASTER OF TRUE LOVE
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ GEORGIE PORGIE NTC ~*~NEW~*~
GEORGIE PORGIE NTC
Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This is a kissing game. You must meld 2 back to back cards in your
initial meld. 4-5, 5-6, 6-7, 7-8, 8-9, 9-10, 10-J, J-Q, Q-K. Aces
must also be melded to make canastas.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ HARLEYS BAR NT ~*~NEW~*~
HARLEYS BAR NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
QUEENS must be in your initial meld. ACES must be melded to go out.
If you get a RED in 8s you auto win, and must give Harley the bottle of FIREBALL!!
Play must stop or win is voided.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ HUMPTY DUMPTY NT ~*~NEW~*~
HUMPTY DUMPTY NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Humpty Dumpty sat on a wall, Humpty Dumpty had a great fall, all the Kings horses and all the Kings Men
couldn't put Humpty together again. You must have Kings or Jacks in your initial meld. In order to go out,
you MUST have a canasta in either Kings or Jacks.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ INCLINE NT ~*~NEW~*~ ( NO DOUBLES )
INCLINE NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Initial meld must have both 10s and Ks. Other cards can be melded as well.
In order to go out, all of your canastas must be 8s or higher.
If lower then you cannot go out.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ INJUSTICE NT ~*~NEW~*~ ( NO DOUBLES )
INJUSTICE NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The scales of justice are never balanced, so your initial meld must be balanced.
One pair of the following must be in initial meld- 4 and 9, 5 and 10, 6 and J, 7 and Q, 8 and K.
ACES MUST BE MELDED TO GO OUT.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ JUMPING JACK SPLASH NT ~*~NEW~*~
JUMPING JACK SPLASH NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your initial meld must include a J or a JOKER. In order to canasta you need to make a
splash, so you need 3 cards in consecutive order. EXAMPLE: 456, 567, 678, 789, 8910, 910J, 10JQ, QKA.
Once you have made your splash, please post it to the table, OR ITS A DQ CHILDREN.
In order to go out, you need to canasta one of splash cards.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ MICKEY AND FRIENDS NT ~*~NEW~*~
MICKEY AND FRIENDS NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
1st Hand ~ Mickey ~ Aces must be melded in the first meld; you must have a canasta in Aces to go out.
2nd Hand ~ Minnie ~ 4s must be melded in the first meld; you must have a canasta in 4s to go out.
3rd Hand ~ Goofy ~ Kings must be melded in the first meld; you must have a canasta in Kings to go out.
4th Hand ~ Donald ~ Jacks must be melded in the first meld; you must have a canasta in Jacks to go out.
5th hand ~ Pluto ~ 8's must be melded in the first meld; you must have a canasta in 8's to go out.
If the 6th Hand is reached, return to Mickeys Clubhouse.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ PIRATES BOOTY NT ~*~NEW~*~
PIRATES BOOTY NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
AARG MATEYS! WE BE LOOKING FOR THE TREASURE! You must have 5s (GOLD) OR 8s (COINS) in intial meld.
Once you have your initial meld, you must then meld your JEWEL, Qs or Aces. Once you have your initial
meld, AND your jewel, to go out you need a canasta in any of the 5s 8s Qs or Aces.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ QUIET ON THE SET NTC ~*~NEW~*~
QUIET ON THE SET NTC
Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Your initial meld must include 4s or 5s.
In order to canasta 6s must be melded.
To go out you must have a canasta in 7s.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ RBF NT ~*~NEW~*~
RBF NT
Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
This game is GROUPER SHUFFLE W a TWIST.
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. In order to go out, you must have 1 red canasta!!
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ RING AROUND THE ROSIE NT ~*~NEW~*~
RING AROUND THE ROSIE NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000
IN ORDER TO MELD you must have a red 3 (ROSIE) on your side of the board.
Once you have a red 3, then you must meld 5s (5 GOLDEN RINGS) in your initial meld
In order to canasta, you must have 10s melded.
IF you meld BEFORE you have RED 3, OR do not have 5S in initial meld IS A DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ RUDOLPH SAVES CHRISTMAS NT ~*~NEW~*~
RUDOLPH SAVES CHRISTMAS NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
Christmas Eve is in danger, and only Rudolph can guide Santas sleigh through the stormy skies.
You must meld 9s (Rudolph) in your initial meld to begin the mission. In order to make any canastas,
you must have 8s (Reindeer Friends) melded to the board, because Rudolph cant do it alone. In order to go out,
you must have a canasta of Jacks (Santas Sleigh) to complete the journey. If you complete all of these tasks,
Santa will deliver all the presents, Christmas will be saved, and you are LEADER OF THE SLEIGH.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ STAR WARS REBELLION NT ~*~NEW~*~
STAR WARS REBELLION NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000
The galaxy is under the control of the Empire, and the Rebellion must act to restore freedom.
You must meld 10s (Luke Skywalker) in your initial meld to begin the fight. In order to make any canastas,
you must have 7s (Stormtroopers) melded to the board, because the Empires forces stand in your way. In order to go out,
you must have a canasta of Kings (Defeat Darth Vader) to complete your mission. If you complete all of these tasks,
the galaxy will be freed from tyranny, and you are a SAVIOR OF THE GALAXY.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ TIK TOK NT ~*~NEW~*~
TIK TOK NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000
Remember the nursery rhyme Hickory Dickory Dock?
The mouse never got a chance to run up the clock after 2, so in
this game the mouse is going to get that chance. 4s with a 2 must be in initial
meld, cause once the clock struck 4 the mouse was bored! After you have melded
4s with a 2, you are free to canasta, and go out whenever you want.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ UNCANNY NTC ~*~NEW~*~
UNCANNY NTC
Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000
Your initial meld must be 10s or higher, 8s must be
melded to make canastas, and in order to go out
you must canasta either 4s or 5s.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ WICKED WITCH NT ~*~NEW~*~
WICKED WITCH NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000
You may meld anything in your initial meld. In order to canasta you must have
Q's and 7's melded. In order to go out, you must canasta Q's and a low card (4, 5, or 6)
If you go out and you do not have Q's and a low card canastad you DQ.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ YOLO NTC ~*~NEW~*~
YOLO NTC
Tables Set Draw 2, 1 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000
You may meld anything at anytime, but to go out, you must have 7s canastad.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ YUCK NT ~*~NEW~*~ ( NO DOUBLES )
YUCK NT
Tables Set Draw 2, 2 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000
1ST HAND~ 4s and Aces must be in initial meld, and you must canasta 8s to go out
2ND HAND~ 5s and Ks must be in initial meld, and you must canasta 9s to go out
3RD HAND~ 6S and Qs must be in intial meld, and you must canasta 10 to go out
4TH HAND~ 7S and Js must be in initial meld, and you must canasta BOTH to go out.
If you need more hands, start at the beginning
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ XEROX NT ~*~NEW~*~
XEROX NT
Tables Set Draw 2, 3 Can Out, No PU, allow wilds, No
Timer, disable bots, points 5000
First card SEEN on the discard pile is needed in the initial meld.
If the first card SEEN is a black 3, then you can meld anything at any time.
To go out, you need 3 canastas and one must be the up card.
If the upcard was a black 3, then you cannot go out.
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ ZEPHYR NT ~*~NEW~*~
ZEPHYR NT
Tables set Draw 2, 2 Can Out, No PU, allow wilds, No Timer, disable bots, 5000 points
Zephyr is a soft breeze, so the 50 and 90 meld must be without wilds.
The 120 meld may be made using wilds. The trick for this game is you
need to have 8s melded with a WILD in order to go out
REMEMBER: DON'T EVER TOUCH THE PILE.
~*~NEW~*~ ZOOM NTC ~*~NEW~*~
ZOOM NTC
Tables Set Draw 2, 1 Can Out, No PU, allow wilds,
No Timer, disable bots, points 5000
Your INITIAL MELD must include a 4 or an Ace.
The first person to canasta 4 or A can go out,
and their opponent cannot. The trick to this game is,
nasta fast and go out before someone nastas the 4s or Aces.
REMEMBER: DON'T EVER TOUCH THE PILE.
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