Rules
1. Introduction
Samba is a team-based card game inspired by Canasta, played by four players divided into teams of two. Similar to Canasta, players work with their partner to create Melds of three or more cards of the same rank and build them into seven-card Canastas. Samba differs from Canasta because it also requires teams to form seven-card runs in the same suit called Sambas, and eleven-card runs in the same suit called Super Sambas. The addition of Samba and Super Samba is what makes our game strategically elevated and incredibly fun to play.
Complete Canastas, Sambas and Super Sambas throughout each round to earn points, outplay your opponents, and work towards the highest overall score.
2. Objective
The objective of Samba is to outscore the opposing team over the course of the game. Each round, you and your partner work together to build melds, close Books, and earn points, while blocking your opponents whenever possible.
Games can be played over one to four rounds, selected during setup. At the end of each round, your team’s score is added to its cumulative total. After the final round, the team with the highest overall score wins. If the final scores are tied, the game ends in a draw.
Points from every round count toward the final score, so each round matters. A strong performance in a later round can make up for an earlier loss and change the outcome of the game. The main objective of Samba is to improve your game, exercise your brain, and have fun.
3. The Deal, the Foot & the Perfect Cut
Each player is dealt 30 cards, divided into two 15-card piles. The first 15 cards make up your Hand, which is displayed in your rack and available to play immediately. The remaining 15 cards make up your Foot, which is displayed separately to the right of your rack and remains locked at the start of the round.
To unlock your Foot, you must complete your team’s Initial Meld (Open) or add at least one card to your partner’s Initial Meld. Your Foot becomes available once you have discarded and ended your turn. Then the Foot will automatically be placed into your Rack, making those cards available for play at your next turn.
At the beginning of the game, tap the card stack to cut and deal all 30 cards to each player simultaneously. If your cut is exactly 30 cards, it is a Perfect Cut and earns your team 100 bonus points.
4. Card Values
| Card | Value |
|---|---|
| Joker | 50 points |
| Deuce / Ace | 20 points |
| King – 8 | 10 points |
| 7 – 4 | 5 points |
| Exchanged Red 3s | 100 points |
| Red 3s remaining in your rack | −100 points |
5. Drawing Cards
Player One begins Round One by drawing the required number of cards (2 / 3 / 5, determined in game setup). Play proceeds clockwise. At the beginning of each of the following rounds, the starting player rotates one seat to the left, so Round Two begins with Player Two drawing the required cards, and so on.
Every turn begins with a required draw. Tap either or both Decks to draw the selected number of cards.
Once your team has Opened, you may have the option to Pick the Pack instead of drawing from the deck. (See Picking the Pack below for the requirements and instructions.)
6. Picking the Pack
Instead of drawing from the deck, you may Pick the Pack if:
- Your team has already opened its initial meld
- The Pack contains at least seven cards
- The Pack has not been frozen by a Black 3. (See Red & Black 3s for additional rules and instructions)
To Pick the Pack, the top card must be played immediately with at least two matching cards from your Hand. Highlight the matching cards, then tap the Pack. The highlighted cards and the top card from the pile will move to the correct meld area on your game board.
To Pick the Pack for a Canasta:
If the top card is Wild, you must have two Wild Cards in your Hand to Pick the Pack; they do not need to match. If the top card is a Samba or Super Samba card, you must highlight the two or more consecutive or adjacent cards from your Hand and then tap the Pack, so that the run has no breaks when you pick the Pack.
The six remaining cards from picking the Pack stay face down beside your rack and are added to your Hand only after you discard and your turn has ended.
7. Discarding
Discarding ends your turn. To discard, drag one card from your Hand to the pack.
- Red 3s can never be discarded
- 7s cannot be discarded onto an empty pack
- Wild Cards may only be discarded if your Hand consists of only Wild Cards. Please note that if you started with any other cards in your Hand and laid them on the table, you will not be able to discard a Wild Card. The last card laid on the table will become your discard. If you laid three cards on the table for a new Canasta or Samba, or to extend a Canasta or Samba, two will go back to your Hand and one will be discarded. If you have several other cards that are not wilds, you must discard one of those cards instead of a wild.
- A Wild Card can be discarded if it’s your final card and you are going out to end the round
- Three Black 3s can be discarded to end the Round (see Red & Black 3s to learn more about this)
8. Initial Meld
To begin playing cards on the table, one player on your team must complete the Initial Meld by meeting the Round’s required point value:
| Round | Required points |
|---|---|
| Round 1 | 50 points |
| Round 2 | 90 points |
| Round 3 | 120 points |
| Round 4 | 150 points |
Each meld in the Initial Meld must contain at least three cards, known as the Base of Three. After your team meets the Initial Meld requirements, you and your partner may then add cards to your team’s existing melds.
If you try to discard before meeting the required point value, the system will tell you that you do not have enough points to meld, and all of the cards played will bounce back to your Rack. There is no penalty – you can try to make your Initial Meld again or simply choose a discard.
9. Sambas & Super Sambas
- Samba – Any same-suit run of seven cards between 4 through Ace
- 2,000 points
- Ideally 8 → Ace, but others are 7 → King, 6 → Queen, 5 → Jack, and 4 → 10
- Super Samba – A same-suit run of the following 11 cards, 4 → Ace
- 3,000 points
- Super Samba Rounds are never played in Round 1
10. Canastas
A Canasta is a completed meld of seven cards of the same rank.
- Clean Canastas – (sometimes called a Natural Canasta) have seven cards of the same rank and contain no Wild Cards
- 500 points
- Dirty Canastas – contain one to three Wild Cards combined with natural cards. There must always be more natural cards than Wild Cards in a Dirty Canasta
- 300 points
- 7s Canasta – Always clean, cannot have Wild Cards
- 2,000 points
- Wild Canastas – seven Jokers, Deuces, or a combination of the two cards
- 2,000 points
11. Red & Black 3s
Red 3s – Cannot be melded. When a Red 3 is drawn, it is placed on the table for 100 points and a replacement card is automatically drawn for you. Bots exchange Red 3s automatically, while live players must exchange them manually. If any Red 3s remain in your Hand when the Round ends, each one initiates a deduction of 100 points from your team’s score.
Black 3s – can be used in different ways throughout the game:
- When discarded, a Black 3 freezes the pack for the next player, preventing them from Picking the Pack
- Three Black 3s may be used as a final discard at the end of the Round
- To do this, the player must select all three Black 3s and then drag them together to the discard pile
- Black 3s remaining in your Hand at the end of the Round have a negative value of 5 points
Black 3s cannot be used to:
- Create Sambas or Super Sambas
- Make a Canasta
12. Wilds
Jokers and Deuces are Wild Cards and may be used in place of almost any ranked card, except for 3s and 7s.
Wild Cards cannot normally be discarded. You may discard a Wild Card if your Hand contains nothing but Wild Cards at the start of your turn, after you have drawn your cards, or if it is your final discard when going out at the end of the round.
13. 7s
7s have special rules:
- In a 7s Canasta
- A Wild Card can never be used as a substitute for a 7
- 7s may be used to build a 7s Canasta, which must always be clean and contain no Wild Cards – 2,000 points
- A 7 may also be used as part of a Samba in its matching suit
- A 7 must be used to create a Super Samba in its matching suit
- Super Samba runs are always a single suit, 4 → Ace
- A 7 may never be discarded onto an empty discard pile
14. Going Out
To go out and end the Round, your team must have completed and closed the following books:
- 5 Clean Canastas
- 1 Dirty Canasta
- 1 7s Canasta
- 1 Wild Canasta
- 1 Samba
- 1 Super Samba (when playing a Super Samba Round)
At the start of your turn, you must first draw your cards and decide whether you are able and ready to go out before making any moves on the board, not including an exchange of Red 3s. If you want to go out, tap the “May I Go Out?” button and wait for your partner to answer. If they say “Yes”, you may make your final plays and finish the Round with no discard, one discard, or three Black 3s as your final discard (process explained in Red & Black 3s).
If you asked to go out but were unable to play all your cards during that turn, all cards played during that turn are returned to your Rack except your discard, and the Round continues.
If you play all your cards on the table and/or your final card or three Black 3s without first asking your partner if you can go out – by tapping the “May I Go Out?” button and receiving a “Yes” reply – the “May I Go Out” rule has been violated: all the cards you laid on the table will come back to your Rack, and the last card played will become your discard.
15. Scoring
At the end of each Round, your team’s score is calculated by adding the bonus points for all your team’s closed books plus the face value of the cards played on the table, minus the face value of the cards remaining in your team’s racks.
| Description | Points per item |
|---|---|
| Red 3s | 100 points |
| Dirty Canastas | 300 points |
| Clean Canastas | 500 points |
| 7s Canasta | 2,000 points |
| Wilds Canasta | 2,000 points |
| Samba | 2,000 points |
| Super Samba (in Super Samba Rounds only) | 3,000 points |
| Face Value Count | Sum of cards played on table less cards left in racks |
If a Samba or Super Samba has not been closed at the end of the Round, its bonus points are forfeited; the cards are still counted at their face value. In the Super Samba Round, if you fail to close the Super Samba, no bonus points count for any of your closed Sambas.
Scores are carried over from round to round, and the team with the highest cumulative score at the end of the game wins (a tie results in a draw).
16. Glossary
Base of Three
The 3-card minimum every meld must meet the moment it’s laid down.
Books
- Open Books are Canastas, Sambas and Super Sambas that are not closed.
- Closed Books are completed Canastas, Sambas and Super Sambas.
Clean Canasta
7 cards of one rank – all natural.
Close / Closing
Pressing the Close button to remove a finished Samba or Super Samba and claim its bonus – canastas close on their own.
Deck
The two sets of face-down cards in the middle of the game board from which you draw your cards each turn.
Dirty Canasta
7 cards of one rank – made of natural cards and wilds.
Down
The state a team reaches once its initial meld is complete – required to pick the pack or add freely to melds.
Frozen Pack
When a Black 3 is discarded, the next player can’t pick the pack.
Going Out
Legally emptying your Rack once your team’s requirements are all met and your partner has approved.
Hand / Foot
Your 15 active cards (Hand) and your 15 locked reserve cards (Foot), unlocked by melding + discarding once.
Meld
Playing your cards on the table.
Pack
The discard pile.
Perfect Cut
The bonus for a 30-card deal cut that lands exactly on a 30-card boundary.
Open
Successfully playing your team’s initial meld at the beginning of the round.
1. Introduction
Super Duper Samba is a game of celebrations. A game where Queens reign and Super Duper Samba runs are required in every round. This advanced version of the game from ALL Samba is played by four players divided into two teams. It keeps everything you know from Samba. There are still Canastas, Sambas and Super Sambas — and now, we’ve added the Super Duper Samba, a complete single-suit thirteen-card run from the 2 through Ace.
Super Duper Samba is played with seven decks instead of six, and you draw three cards every turn instead of two. Every round is a Super Duper Samba Round. Alongside the bigger run comes higher-value Canastas, a Banking system that carries your unspent initial meld points forward into the next Round, and the Pass, which lets you keep your Hand intact while denying the Pack to the player after you. Welcome to the next level of play — we hope you enjoy it as much as we do.
2. Objective
The objective of Super Duper Samba is to outscore the opposing team over the course of the game. Each round, you and your partner work together to build melds, close Books, and earn points, while blocking your opponents whenever possible.
Games can be played over one to four rounds, selected during setup. At the end of each round, your team’s score is added to its cumulative total. After the final round, the team with the highest overall score wins. If the final scores are tied, the game ends in a draw.
Super Duper Samba requires one thing above all else: you must close a Super Duper Samba in order for any other runs to count. The Super Duper Samba is both the biggest prize in the game and the gateway to every other Samba and Super Samba bonus.
Points from every round count toward the final score, so each round matters. A strong performance in a later round can make up for an earlier loss and change the outcome of the game. The main objective of Super Duper Samba is to improve your game, exercise your brain, and have fun.
3. The Deal, the Foot & the Perfect Cut
Each player is dealt 30 cards, divided into two 15-card piles. The first 15 cards make up your Hand, which is displayed in your rack and available to play immediately. The remaining 15 cards make up your Foot, which is displayed separately to the right of your rack and remains locked at the start of the round.
To unlock your Foot, you must complete your team’s Initial Meld (Open) or add at least one card to your partner’s Initial Meld. Your Foot becomes available once you have discarded and ended your turn. Then the Foot will automatically be placed into your Rack, making those cards available for play on your next turn.
At the beginning of the game, tap the card stack to cut and deal all 30 cards to each player simultaneously. If your cut is exactly 30 cards, it is a Perfect Cut. In Super Duper Samba a Perfect Cut does not pay out as points — instead it Banks 50% of the next Round’s Initial Meld requirement for your team. Each player who achieves a Perfect Cut Banks separately, so if both partners cut perfectly, the team carries forward twice the benefit. A Perfect Cut in the final Round has nothing to carry forward and earns nothing.
4. Card Values
| Card | Value |
|---|---|
| Joker | 50 points |
| Deuce / Ace | 20 points |
| King – 8 | 10 points |
| 7 – 4 | 5 points |
| 3s (face value, Red or Black) | 5 points |
| Exchanged Red 3s | 100 points |
| Red 3s remaining in your rack | −100 points |
| 7s remaining in your rack | −100 points |
| 5s remaining in your rack | −100 points |
A Deuce played at the end of a Super Duper Samba run is acting as the rank “2” and not as a Wild Card. It is still counted at its normal face value during the card count at the end of the round or when melding.
5. Drawing Cards
Player One begins Round One by drawing three cards. In Super Duper Samba the draw is always three cards; it is not adjustable at setup. Play proceeds clockwise. At the beginning of each of the following rounds, the starting player rotates one seat to the left, so Round Two begins with Player Two drawing, and so on.
Every turn begins with a required draw. Tap either or both Decks to draw your three cards.
Once your team has Opened, you may have the option to Pick the Pack instead of drawing from the deck. (See Picking the Pack below for the requirements and instructions.)
6. Picking the Pack
Instead of drawing from the deck, you may Pick the Pack if:
- Your team has already opened its initial meld
- The Pack contains at least three (3) cards
- The Pack has not been frozen by a Black 3, unless you are picking that Black 3 for a Super Duper Samba. (See Red & Black 3s for additional rules and instructions.)
A successful pick will give you the top discard to immediately meld with at least two adjacent or consecutive cards from your Hand, and then up to 14 more cards that move into your Hand after you complete your turn with a discard.
To Pick the Pack for a Canasta:
The top card on the discard pile must be played immediately with at least two matching cards from your Hand. Highlight the matching cards, then tap the Pack. The highlighted cards and the top card from the pile will move to the correct meld area on your game board.
If the top card is Wild, you must have two Wild Cards in your Hand to Pick the Pack; they do not need to match.
To Pick the Pack for a Samba, Super Samba or Super Duper Samba:
If the top card is a Samba, Super Samba or Super Duper Samba card, you must highlight the two or more consecutive or adjacent cards from your Hand and then tap the Pack, so that the run has no breaks when picking the Pack.
7. Discarding
Discarding ends your turn. To discard, drag one card from your Hand to the pack.
- Red 3s can never be discarded
- 7s cannot be discarded onto an empty tray
- Wild Cards may only be discarded if your Hand consists of only Wild Cards
- If you have natural cards in your Hand at the start of your turn after drawing or picking the Pack, and you try to lay them all down, leaving you with only wilds in your Hand, the playing of the last card will be blocked. If you play three cards, two will return to your Rack and one will become the discard.
- A Wild Card can be discarded if it’s your final card and you are going out to end the round
- Three Black 3s is a valid discard to Go Out and end the Round (see Red & Black 3s to learn more about this)
The Pass
Once in every Round, you may use your Pass to end your turn instead of discarding. By tapping the Pass button, you keep every card in your Hand and freeze the Pack for the player after you, so they cannot Pick the Pack on their turn. You have exactly one Pass per Round; it does not carry over to the next Round, and it cannot be used on the turn you are going out.
8. Initial Meld
To begin playing cards on the table, one player on your team must complete the Initial Meld by meeting the Round’s required point value:
| Round | Required points |
|---|---|
| Round 1 | 50 points |
| Round 2 | 90 points |
| Round 3 | 120 points |
| Round 4 | 150 points |
Each meld in the Initial Meld must contain at least three cards, known as the Base of Three. After your team meets the Initial Meld requirements, you and your partner may then add cards to your team’s existing melds, or add and create new melds.
If you try to discard before meeting the required point value, the system will tell you that you do not have enough points to meld, and all of the cards played will bounce back to your Rack. There is no penalty – you can try to make your Initial Meld again or simply choose a discard.
Banking
Super Duper Samba rewards you for melding above the round’s initial meld requirement. Any points you lay down beyond the round’s required meld are banked, reducing the initial meld requirement for the next Round, just like when your team members are lucky enough to get a Perfect Cut. Playing a large opening meld in Round One can make Round Two’s requirement far easier to reach. When you have Rolling Banking activated, anything banked beyond the next Round’s requirement reduces the following round’s initial meld requirement. If Rolling Banking is not activated, any meld points not used to satisfy the round’s meld are lost rather than carried forward. There is no banking accumulated in the final round of your game, because banked points would not have another round to which they can apply. No matter how much you’ve banked, you must always still play at least three cards to Open.
9. Sambas, Super Sambas & Super Duper Sambas
- Samba – Any same-suit natural run of seven cards, between 4 through Ace
- When closed earns 2,000 points
- Ideally 8–Ace, but others are 7–King, 6–Queen, 5–Jack, and 4–10
- Can never contain wilds or 3s
- Your team may close up to two Sambas in a round, and they must be in different suits
- If you play an eighth card onto your Samba, it is no longer able to be closed and earn you the 2,000 point bonus. It will only be worth the face value of the cards unless it is made into a Super or Super Duper Samba, discussed below.
- 1 closed Samba is required to Go Out
- Super Samba (SS) – Any same-suit natural run of exactly 11 cards, 4–Ace
- When closed earns 3,000 points
- No Wild Cards and no 3s
- If you accidentally play a 3 on your open SS, it is declared, and the only way you can get points for it is to close it as a Super Duper Samba (explained below)
- Your team may close up to two Super Sambas in a round, and they must be in different suits
- 1 closed Super Samba is required to Go Out
- Super Duper Samba (SDS) – A same-suit natural run of exactly 13 cards, 2 through Ace, including that suit’s 2 and 3
- When closed, Clubs, Diamonds and Spades SDSs each earn 5,000 points; the closed Hearts SDS earns a whopping 7,000 points and is the highest rewarded closed book in the game
- A Joker can never be used anywhere in a Super Duper Samba
- By definition, the SDS requires the deuce wild card of the suit to act as a rank “2” to complete the SDS
- The SDS also requires the suit’s 3 for completion
- You declare a Super Duper Samba the moment you place that suit’s 3 on the table. Once declared, that run is a Super Duper Samba and cannot become anything else
- Declaring alone earns you nothing. All thirteen cards must be played and the SDS closed for it to count for its bonus points
- 1 closed Super Duper Samba is required to Go Out
- Every round is a Super Duper Samba round
- Your team may only ever build one run per suit in a round. Once a suit has been used for a Samba, a Super Samba or a Super Duper Samba, that suit is spent for the rest of the round
- Your team may close up to two Super Duper Sambas in a round, and they must be in different suits. You may attempt as many suits as you like, but once two are closed, any further Super Duper Samba earns face value only
- Legal combinations are one Samba, one Super Samba and one Super Duper Samba and/or a second of any one of those three — never a third of any one type
- Runs never close by themselves. You must press Close to claim the bonus, and until you do the run is counted at face value only
- In order for any of your Sambas and Super Sambas to count for bonus points instead of just their face value, your team must close at least one Super Duper Samba. If you don’t close an SDS, your Canasta bonuses are not affected
10. Canastas
A Canasta is a completed meld of seven cards of the same rank. Unlike runs, Canastas close by themselves the moment the seventh card is played. Your team may only have one Canasta of any given rank open at one time. A natural-rank Clean and a Dirty Canasta of the same rank can never be open for one team at the same time.
- Clean Canastas – (sometimes called Natural Canastas) have seven cards of the same rank and contain no Wild Cards
- Dirty Canastas – contain one to three Wild Cards combined with natural cards. There must always be more natural cards than Wild Cards in a Dirty Canasta
- 300 points
- 1 closed Dirty Canasta is required to Go Out
- 7s Canasta – Always clean, cannot have Wild Cards
- 2,000 points
- 1 closed 7s Canasta is required to Go Out
- 5s Canasta – Always clean, cannot have Wild Cards. A Dirty 5s Canasta cannot be made at all
- 2,000 points
- 1 closed 5s Canasta is required to Go Out
- Wild Canastas – seven Wild Cards. In Super Duper Samba the three kinds are scored differently
- Mixed Wild Canasta, any combination of Jokers and Deuces – 2,000 points
- Clean Jokers Canasta, seven Jokers – 5,000 points
- Clean Deuces Canasta, seven Deuces – 3,000 points
- Your team may have two kinds of Wild Canasta open at once, but never all three. One must be closed before another can be started
- 1 closed Wild Canasta is required to Go Out
- Clean Queens Canasta – optional bonus Canasta, made of 7 natural-rank Queens and no wilds
- Clean Queens – 4,000 points
- You can only have one Clean Queens Canasta per round
- The Clean Queens Canasta must start clean and close clean
- Dirty Queens Canasta – optional bonus Canasta of 7 cards with a maximum of 3 Wild Cards, while always ensuring Queens outweigh the wilds
- Dirty Queens – 2,000 points
- Clean Queens must be closed before starting a Dirty Queens Canasta
- Dirty Queens must begin dirty; they cannot start clean and then become dirty
- Your team may close only one Dirty Queens Canasta per round
- Black 3s Canasta – see Red & Black 3s below
- Red & Black 3s Canastas – see Red & Black 3s below
11. Red & Black 3s
Red 3s – In Super Duper Samba a Red 3 is never exchanged for you automatically. Every player, live or bot, chooses what to do with each Red 3 they draw:
- Exchange it. Place it on the table for 100 points and a replacement card is drawn for you
- Keep it to build a Super Duper Samba. A Red 3 must be played into a Super Duper Samba run of its own suit — the Heart 3 into a Hearts run, the Diamond 3 into a Diamonds run. Used this way it counts as face value only and earns no exchange bonus
- Keep it for a Mixed Red & Black 3s Canasta
- Red 3s can never be discarded, in any circumstance. Any Red 3s remaining in your rack when the Round ends cost your team 100 points each
Black 3s – can be used in different ways throughout the game:
- Black 3s may form a Clean Black 3s Canasta – 5,000 points
- Once a Clean Black 3s Canasta has been closed, your team may start a Mixed Red & Black 3s Canasta – 3,000 points. It must always hold one more Black 3 than Red 3
- When discarded, a Black 3 freezes the pack for the next player, preventing them from Picking the Pack
- A frozen Pack may be picked after all, but only to take that Black 3 into a Super Duper Samba of its matching suit. For any other purpose the freeze still applies
- A Black 3 may be played into a Super Duper Samba run of its own suit — the Spade 3 into a Spades run, the Club 3 into a Clubs run
- Three Black 3s may be used as a final discard at the end of the round
- To do this, the player must select all three Black 3s and then drag them together to the discard pile
- If you have not already closed a Black 3s Canasta, you can play your final three Black 3s on the table. You can do this to go out with or without a discard, or just to start your first Black 3s Canasta
- Black 3s remaining in your Hand at the end of the Round have a negative value of 5 points
12. Wilds
Jokers and Deuces are Wild Cards and may be used in place of almost any ranked card, except for 3s, 7s and 5s.
A Wild Card can never be placed in a Samba or a Super Samba. The one exception anywhere in the game is the single Deuce required in a Super Duper Samba, and there it is not acting as a Wild Card at all — it stands as the rank 2 at the bottom of the run. Exactly one Deuce is needed for each Super Duper Samba, and a Joker can never take its place.
Wild Cards cannot normally be discarded. You may discard a Wild Card if, after drawing your cards, your Hand contains nothing but Wild Cards. You may also discard a wild as your final discard when going out to end the round.
13. 7s & 5s
7s and 5s both carry special rules in Super Duper Samba, and both are required to go out:
- In a 7s Canasta and a 5s Canasta
- 7s Canasta earns 2,000 points
- 5s Canasta earns 2,000 points
- 7s and 5s Canastas are both required to go out
- A Wild Card can never be used as a substitute for a 7 or a 5
- A 7s Canasta must always be clean and contain no Wild Cards
- A 5s Canasta must always be clean and contain no Wild Cards
- A 7 or a 5 may also be used as part of a Samba in its matching suit
- A 7 and a 5 must both be used to create a Super Samba or a Super Duper Samba in its matching suit
- Super Samba runs are always a single suit, 4–Ace. Super Duper Samba runs are always a single suit, 2–Ace
- A 7 may never be discarded onto an empty discard pile
- Any 7s or 5s left in your rack at the end of the round are −100 points each
14. Going Out
To go out and end the Round, your team must have completed and closed the following books:
- 3 Clean Canastas
- 1 Dirty Canasta
- 1 7s Canasta
- 1 5s Canasta
- 1 Wild Canasta
- 1 Samba
- 1 Super Samba
- 1 Super Duper Samba
Your 7s, 5s, Queens and 3s Canastas are counted separately and do not go toward the three Clean Canastas, and a Dirty Queens Canasta does not count as your Dirty Canasta. Because a Samba, a Super Samba and a Super Duper Samba must all be closed in three different suits, going out always commits three of your four suits, leaving you just one spare.
At the start of your turn, you must first draw your cards and decide whether you are able and ready to go out before making any moves on the board, not including an exchange of Red 3s. If you want to go out, tap the “May I Go Out?” button and wait for your partner to answer. If they say “Yes”, you may make your final plays and finish the Round with no discard, one discard, or three Black 3s as your final discard (process explained in Red & Black 3s).
If you asked to go out but were unable to play all your cards during that turn, all cards played during that turn are returned to your Rack. Anything you had already discarded stays in the Pack, and if you had not yet discarded you choose which card to discard. The round then continues.
If you play all your cards on the table and/or your final card or three Black 3s without first asking your partner if you can go out – by tapping the “May I Go Out?” button and receiving a “Yes” reply – the “May I Go Out” rule has been violated: all the cards you laid on the table will come back to your Rack, and you choose which card becomes your discard.
15. Scoring
At the end of each Round, your team’s score is calculated by adding the bonus points for all your team’s closed books plus the face value of the cards played on the table, minus the face value of the cards remaining in your team’s racks.
| Description | Points per item |
|---|---|
| Red 3s | 100 points |
| Dirty Canastas | 300 points |
| Clean Canastas | 500 points |
| 7s Canasta | 2,000 points |
| 5s Canasta | 2,000 points |
| Wilds Canasta – Mixed | 2,000 points |
| Wilds Canasta – Clean Jokers | 5,000 points |
| Wilds Canasta – Clean Deuces | 3,000 points |
| Clean Queens Canasta | 4,000 points |
| Dirty Queens Canasta | 2,000 points |
| Clean Black 3s Canasta | 5,000 points |
| Mixed Red & Black 3s Canasta | 3,000 points |
| Samba | 2,000 points |
| Super Samba | 3,000 points |
| Super Duper Samba | 5,000 points |
| Super Duper Samba in Hearts | 7,000 points |
| Going Out | 2,000 points |
| Perfect Cut | 0 points – Banks 50% of the next Round’s requirement |
| Face Value Count | Sum of cards played on table less cards left in racks |
If a Samba, Super Samba or Super Duper Samba has not been closed at the end of the Round, its bonus points are forfeited; the cards are still counted at their face value. If your team fails to close at least one Super Duper Samba, no bonus points count for any of your closed Sambas or Super Sambas either.
Scores are carried over from round to round, and the team with the highest cumulative score at the end of the game wins (a tie results in a draw).
16. Glossary
Banking
Melding points above the Round’s requirement, and any Perfect Cut, carried forward to reduce the next Round’s Initial Meld requirement.
Base of Three
The 3-card minimum every meld must meet the moment it’s laid down.
Books
- Open Books are Canastas, Sambas, Super Sambas and Super Duper Sambas that are not closed.
- Closed Books are completed and closed Canastas, Sambas, Super Sambas and Super Duper Sambas that are stored in the book area on the game table.
Clean Canasta
7 cards of one rank – all natural.
Close / Closing
Pressing the Close button to remove a finished Samba, Super Samba or Super Duper Samba and claim its bonus – canastas close on their own.
Deck
The two sets of face-down cards in the middle of the game board from which you draw your cards each turn.
Declaring
Placing a suit’s 3 on the table to commit that run to being a Super Duper Samba.
Dirty Canasta
7 cards of one rank – made of natural cards and wilds.
Down
The state a team reaches once its initial meld is complete – required to pick the pack or add freely to or create new melds.
Frozen Pack
When a Black 3 is discarded, the next player can’t pick the pack, unless they are taking that Black 3 to make a Super Duper Samba.
Going Out
Legally emptying your rack once your team’s requirements are all met, you have asked to Go Out, and your partner has approved.
Hand / Foot
Your 15 active cards (Hand) and your 15 locked reserve cards (Foot), unlocked by melding + discarding.
Meld
Playing your cards on the table.
Pack
The discard pile.
Pass
Ending your turn without discarding, once per Round, which freezes the Pack for the next player.
Perfect Cut
When you are dealt exactly 30 cards, the bonus reduces the next round’s initial meld by 50%.
Open
Successfully playing your team’s initial meld at the beginning of the round.
Samba
A same-suit run of seven cards between four through Ace.
Super Duper Samba
A same-suit run of all thirteen cards, 2 through Ace, including that suit’s 3 and one Deuce as the rank 2.
Super Samba
A same-suit run of 11 cards, four through Ace.