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If all you have left in your hand are wild cards, and your team already has 2 canastas closed, is it mandatory to go out?

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6ya6ya
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Posted on Jan 02, 2017

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SOURCE: When going out,when playing samba,

Wild Card MeldsSome play that it is possible to put down a meld consisting entirely of wild cards. This can consist of twos and jokers in any combination. A meld of seven wild cards is a wild canasta, and a typical bonus for it is 2000. Some increase this bonus if the canasta consists entirely of twos or contains all four jokers.When playing with wild card melds it is usually illegal for a team that has begun a wild card meld to use wild cards in any other meld until a wild card canasta is completed. In some circles there is a penalty - typically 1000 points - for a team that starts a wild card meld but does not complete a wild card canasta.

Posted on Apr 14, 2011

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SOURCE: What is the last play of the hand in the card game Canasta?

winning hand!!

Posted on May 25, 2015

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1 Answer

Must a pack be stripped in canasta


Have a read of these links

Canasta - How to Play and Win - Google Books Result

https://books.google.ca/books?isbn=1446549895 Ottilie Reilly - 2013 - ‎Sports & Recreation squeezed into throwing a card which gives the pile to one of the elevencard hands. ... opposition cannot complete a Canasta and must continually feed the pack. ... a defence is when all four hands are fairly stripped and one side is squeezed ...

How to Play Canasta - Page 99 - Google Books Result

https://books.google.ca/books?isbn=1434466213 Richard L. Frey - 2008 - ‎Fiction Add a 5 to your previous meld; your partner, having seen you take the pack, knows you still have two of them and can complete a natural canasta if he has one 5 to add. ... There are ten or twelve good cards that the opponents must still throw you ... If you stripped your hand of pairs now, an opponent could freeze the pack ...

Know any card Games? ' Yahoo Answers

https://answers.yahoo.com/question/index?qid=20080723140132AA0nhR1
  1. Cached
Jul 23, 2008 - Canasta. Uses a double pack plus four jokers, making 108 cards. ... Uses two 32-card stripped decks, making 64 cards in all. ... Unless otherwise noted, all cards must be dealt face down so that no player can see the face of a ...

The Deck of Cards - Cats At Cards

www.catsatcards.com/Articles/TheDeck.html
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  2. Similar
Every card in a deck should have the same back design ... A deck consists of some number of cards with one side of the card uniformly identical for every card in the pack. ... removal of some of the existing cards to make a shortened or stripped deck. ..... Canasta: The Canasta deck consists of two full, standard decks shuffled ...

Oct 30, 2016 | Cars & Trucks

1 Answer

Rules for hand and foot card game


Hand and Foot Canasta card play here:

http://www.rummy-games.com/rules/hand-and-foot-canasta.html

Have fun!

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Oct 26, 2016 | Games

1 Answer

May I advise my partner of discarded cards.


not if it causes either partner to go out in that hand/set and
also no individual can use discards unless a meld has first been preformed

Feb 24, 2016 | Us Playing Cards Bicycle Canasta Games...

1 Answer

What are the rules for pogo canasta.I don't know how to play the pogo way


POGO CANASTA RULES

4 OF A KIND
2/1 WW NP RULES:
All melds (not just opening melds) must contain at least 4 cards. You may use wilds to make your meld.
57 CHEVY
2/1 WW NP RULES:
You must have 5's and 7's in your initial meld. You may use wilds and other cards.
69 CANASTA
2/2 WW NP RULES:
You must meld both 6's and 9's before you can made any canasta. Do not have to be in same turn, and you may use wilds.
7 UP
2/2 WW NP RULES:
You must meld 7's first and all your canastas must be 7 or higher. You can meld cards lower than 7, just not canasta them.
911
2/2 WW NP RULES:
9's and Ace's must be melded first. Must wait until next turn to meld other cards.
ACE'S OUT
2/2 WW NP RULES:
Ace's must be melded first in your initial meld. You may use wild cards in your meld and you may meld other cards.
BACHELOR PARTY
2/2 WW NP RULES:
You must have Jack's and King's in your opening meld each hand. Wild cards are permitted in your meld and you may meld other cards on the same turn
BLACKS RULE
2/2 WW NP RULES:
The first canasta each person makes must be black (canasta with wilds).
****** CUT
2/2 WW NP RULES:
You have to meld a red canasta directly from your hand then you may meld other cards. Wilds can be used only after the initial red canasta has been put on the board.
BOOKENDS:
2/2 WW NP RULES:
Opening meld must contain 4's and Ace's. You must wait until your next turn to meld other cards.
CAPTURING LOST SOULS
2/2 WW NP RULES:
You can only canasta face cards & Ace's. You may use wilds and other cards to make your meld.
CARD UP
2/1 WW NP RULES:
The 1st card on the discard pile tells you how many canasta you will need that hand to meld out. Verify card before 1st play. Red 1 canasta Joker 2 canastas Black 3 canastas You may use wilds and other cards to make you meld.
COLT 45
2/2 WW NP RULES:
Each hand has to have 4's and 5's in your initial meld you may use wilds and others cards to make your meld.
CROSSWALK
2/2 WW NP RULES:
You may only meld 4's, 7's, 8's, 9's, 10's and Queen's in this game. All other cards are discards only. Once you have all the Cross cards melded you may canasta and go out.
DIME STORE
2/2 WW WP RULES:
You can meld at any time, you can't make any canastas till you have 5's and 10's melded on the table. If your 5's and 10's, hit at the same time as a canasta, you DQ.
DR PEPPER
2/1 WW NP RULES:
Your opening meld each hand must be made with 4 and 10 (on the same turn). You must wait until your next turn to meld any cards other than 4's and 10's. You may use wilds in your meld.
ELEVATOR 2/1 WW NP RULES:
If you have to meld 50, you need 1 canasta to go out. If you have to meld 90, you need 2 canasta to go out. If you meld 120, you need 3 canastas to go out. You may use wilds.
EVEN IN / ODD OUT
2/1 WW NP RULES:
The person setting the table is to declare if they will be choosing even or odd canastas. Odd (5, 7, 9, J, K) Even (4, 6, 8, 10, Q) Ace's are up for grabs.
FACELESS
2/2 WW NP RULES:
You may not meld or canasta the Jack's, Queen's, or King's.
GENTLEMEN FIRST
2/2 WW NP RULES:
You must have King's in your opening meld each hand. You may use wilds and other cards to make your meld
GIRLS NIGHT OUT
2/1 WW NP RULES:
You must meld Queen's and Ace's before going out. You can make as many canastas as you wish but you must have Queen's and Ace's melded in order to go out.
ICED THREES
2/2 WW WP RULES:
Discard pile cannot be picked up once all red 3's are on the board.
JACKS OR BETTER
2/2 WW NP RULES:
You initial meld of each hand must be Jacks or better only. You may use wilds in your initial meld, but you must wait until your next turn to meld 4's through 10's. In order to go out, you must have a canasta in Jack, Queen, King or Ace's.
LADDER 49
2/2 WW NP RULES:
You cannot meld or canasta the 4's or 9's.
LADIES FIRST
2/2 WW NP RULES:
You must have Queen's in your opening meld each hand. You may use wilds and other cards to make your meld.
LINE UP
2/2 WW NP RULES:
On a 50 meld you can only meld and canasta 4's through 6's. On a 90 meld you can only meld and canasta 7's through 10's. On a 120 meld you can only meld and canasta Jack's through Ace's.
LOVE AND MARRIAGE
2/2 WW NP RULES:
A canasta in both King's and Queen's in the same hand is an automatic win.
LUCKY 7'S
2/1 WW NP RULES:
7's must be in first meld each hand. You may meld other cards and wilds
NO SAX
2/2 WW NP RULES:
Play as regular canasta except you can never meld 6's or 9's.
OLD MAID:
2/2 WW WP RULES:
In this tourney, you may not take the discard pile if there is a RED Queen on top. You may never meld RED Queens, because of this, making a canasta out of Queens is also not allowed. If you opponent goes out and you are caught with the Queen of Hearts (the Old Maid) in your hand, you will be DQ'd. You lose.
OVER THE HILL
2/2 WW WP RULES:
No one may pick up the pile under any circumstances until there are 30 or less cards left in the draw deck.

REGRESSIVE CANASTA
2/1 WW WP RULES:
1st hand you need 4 canastas to go out. 2nd hand you 3 canastas to go out. 3rd hand you need 2 canastas to go out. 4th hand you need 1 canasta to go out. You may use wild.
ROUND UP
2/2 WW NP RULES:
Each hand increases by 1 canasta. 1st hand 1 canasta to go out. 2nd hand 2 canastas to go out. 3rd hand 3 canastas to go out, etc.
ROYAL FLUSH
2/2 WW NP RULES:
You can meld or canasta anything you want, but in order to go out, you must first have 10's, Jack's, Queen's, King's and Ace's melded. You may use wilds.
SCREW YOUR NEIGHBOUR
2/2 WW NP RULES:
You cannot meld or canasta what the other player has already melded or made a canasta from.
SAX ON THE BEACH
2/2 WW NP RULES:
Must have 6's and 9's melded before making any canastas
SAXY BETSY
2/2 WW NP RULES:
A natural canasta in Queen's or King's is an auto win.
SIX SHOOTER
2/2 WW WP RULES:
Must meld 6's before picking up pile. Natural canasta in 6's is an auto win
SNOW WHITE AND THE 7 DRAWFS
2/2 WW NP RULES:
You must meld 7's and Queen's together first. You must wait until your next turn before melding anything else. If you get a natural canasta in both Queen's and 7's, it's an auto win.
SUGAR DADDY
2/2 WW WP RULES:
Canastas of both Jack's and King's is an auto win.
SUGAR MAMA
2/2 WW NP RULES
Canastas of both Queen's and Ace's is an auto win.
SEWERCIDE
2/1 WW WP RULES:
You may not meld, make a canasta or pick up the pile until you can go out.
SUPREME SIXES
2/2 WW NP RULES:
6's must be in your opening meld, other cards may be used. A natural canasta in 6's is an automatic win.
SWEET 16
2/2 WW WP RULES:
Have to meld 6's and 10's first. Wait until next turn to pick up pile or meld anything else. You may use wilds when melding 6's and 10's.
TAVERN ON THE GREEN
2/2 WW NP RULES:
Your opening meld must consist of 8's, 9's and 10's only. You may use wilds. After your meld, you must wait until your next turn to meld more.
THE JOKES ON YOU
2/2 WW NP RULES:
You cannot use Jokers, you can only discard them. If you meld a joker you are DQ'd
TIC TAC TOE
2/2 WW NP RULES:
If you get 3 canastas in a row it's an auto win. Example 456, 567, etc.

UNDER ARREST
2/1 WW NP RULES:
First person to get 3 of the red 3's is under arrest and cannot make any more canastas.
WORKING 9 TO 5
2/2 WW NP RULES:
You can only make canasta's between 5's and 9's. You may meld 4, 10, Jack, Queen, King, and Ace's but cannot make a canasta out of them. Wilds can be used.
SIMPLE FUNK GAMES (Please use these games with POT LUCK) 4's
2/2 WW NP RULES:
Players must meld with 4's in their initial meld each hand.
5's
2/2 WW NP RULES:
Players must meld with 5's in their initial meld each hand.
6's
2/2 WW NP RULES:
Players must meld with 6's in their initial meld each hand.
7's
2/2 WW NP RULES:
Players must meld with 7's in their initial meld each hand.
8's
2/2 WW NP RULES:
Players must meld with 8's in their initial meld each hand.
9's
2/2 WW NP RULES:
Players must meld with 9's in their initial meld each hand.
10's
2/2 WW NP RULES:
Players must meld with 10's in their initial meld each hand.
Jack's
2/2 WW NP RULES:
Players must meld with Jack's in their initial meld each hand.
Queen's
2/2 WW NP RULES:
Players must meld with Queen's in their initial meld each hand.
King's
2/2 WW NP RULES:
Players must meld with King's in their initial meld each hand.
Ace's
2/2 WW NP RULES:
Players must meld with Ace's in their initial meld each hand.

Nov 15, 2015 | Computers & Internet

1 Answer

What are the rules for pogo canasta?


POGO CANASTA RULES

4 OF A KIND
2/1 WW NP RULES:
All melds (not just opening melds) must contain at least 4 cards. You may use wilds to make your meld.
57 CHEVY
2/1 WW NP RULES:
You must have 5's and 7's in your initial meld. You may use wilds and other cards.
69 CANASTA
2/2 WW NP RULES:
You must meld both 6's and 9's before you can made any canasta. Do not have to be in same turn, and you may use wilds.
7 UP
2/2 WW NP RULES:
You must meld 7's first and all your canastas must be 7 or higher. You can meld cards lower than 7, just not canasta them.
911
2/2 WW NP RULES:
9's and Ace's must be melded first. Must wait until next turn to meld other cards.
ACE'S OUT
2/2 WW NP RULES:
Ace's must be melded first in your initial meld. You may use wild cards in your meld and you may meld other cards.
BACHELOR PARTY
2/2 WW NP RULES:
You must have Jack's and King's in your opening meld each hand. Wild cards are permitted in your meld and you may meld other cards on the same turn
BLACKS RULE
2/2 WW NP RULES:
The first canasta each person makes must be black (canasta with wilds).
****** CUT
2/2 WW NP RULES:
You have to meld a red canasta directly from your hand then you may meld other cards. Wilds can be used only after the initial red canasta has been put on the board.
BOOKENDS:
2/2 WW NP RULES:
Opening meld must contain 4's and Ace's. You must wait until your next turn to meld other cards.
CAPTURING LOST SOULS
2/2 WW NP RULES:
You can only canasta face cards & Ace's. You may use wilds and other cards to make your meld.
CARD UP
2/1 WW NP RULES:
The 1st card on the discard pile tells you how many canasta you will need that hand to meld out. Verify card before 1st play. Red 1 canasta Joker 2 canastas Black 3 canastas You may use wilds and other cards to make you meld.
COLT 45
2/2 WW NP RULES:
Each hand has to have 4's and 5's in your initial meld you may use wilds and others cards to make your meld.
CROSSWALK
2/2 WW NP RULES:
You may only meld 4's, 7's, 8's, 9's, 10's and Queen's in this game. All other cards are discards only. Once you have all the Cross cards melded you may canasta and go out.
DIME STORE
2/2 WW WP RULES:
You can meld at any time, you can't make any canastas till you have 5's and 10's melded on the table. If your 5's and 10's, hit at the same time as a canasta, you DQ.
DR PEPPER
2/1 WW NP RULES:
Your opening meld each hand must be made with 4 and 10 (on the same turn). You must wait until your next turn to meld any cards other than 4's and 10's. You may use wilds in your meld.
ELEVATOR 2/1 WW NP RULES:
If you have to meld 50, you need 1 canasta to go out. If you have to meld 90, you need 2 canasta to go out. If you meld 120, you need 3 canastas to go out. You may use wilds.
EVEN IN / ODD OUT
2/1 WW NP RULES:
The person setting the table is to declare if they will be choosing even or odd canastas. Odd (5, 7, 9, J, K) Even (4, 6, 8, 10, Q) Ace's are up for grabs.
FACELESS
2/2 WW NP RULES:
You may not meld or canasta the Jack's, Queen's, or King's.
GENTLEMEN FIRST
2/2 WW NP RULES:
You must have King's in your opening meld each hand. You may use wilds and other cards to make your meld
GIRLS NIGHT OUT
2/1 WW NP RULES:
You must meld Queen's and Ace's before going out. You can make as many canastas as you wish but you must have Queen's and Ace's melded in order to go out.
ICED THREES
2/2 WW WP RULES:
Discard pile cannot be picked up once all red 3's are on the board.
JACKS OR BETTER
2/2 WW NP RULES:
You initial meld of each hand must be Jacks or better only. You may use wilds in your initial meld, but you must wait until your next turn to meld 4's through 10's. In order to go out, you must have a canasta in Jack, Queen, King or Ace's.
LADDER 49
2/2 WW NP RULES:
You cannot meld or canasta the 4's or 9's.
LADIES FIRST
2/2 WW NP RULES:
You must have Queen's in your opening meld each hand. You may use wilds and other cards to make your meld.
LINE UP
2/2 WW NP RULES:
On a 50 meld you can only meld and canasta 4's through 6's. On a 90 meld you can only meld and canasta 7's through 10's. On a 120 meld you can only meld and canasta Jack's through Ace's.
LOVE AND MARRIAGE
2/2 WW NP RULES:
A canasta in both King's and Queen's in the same hand is an automatic win.
LUCKY 7'S
2/1 WW NP RULES:
7's must be in first meld each hand. You may meld other cards and wilds
NO SAX
2/2 WW NP RULES:
Play as regular canasta except you can never meld 6's or 9's.
OLD MAID:
2/2 WW WP RULES:
In this tourney, you may not take the discard pile if there is a RED Queen on top. You may never meld RED Queens, because of this, making a canasta out of Queens is also not allowed. If you opponent goes out and you are caught with the Queen of Hearts (the Old Maid) in your hand, you will be DQ'd. You lose.
OVER THE HILL
2/2 WW WP RULES:
No one may pick up the pile under any circumstances until there are 30 or less cards left in the draw deck.

REGRESSIVE CANASTA
2/1 WW WP RULES:
1st hand you need 4 canastas to go out. 2nd hand you 3 canastas to go out. 3rd hand you need 2 canastas to go out. 4th hand you need 1 canasta to go out. You may use wild.
ROUND UP
2/2 WW NP RULES:
Each hand increases by 1 canasta. 1st hand 1 canasta to go out. 2nd hand 2 canastas to go out. 3rd hand 3 canastas to go out, etc.
ROYAL FLUSH
2/2 WW NP RULES:
You can meld or canasta anything you want, but in order to go out, you must first have 10's, Jack's, Queen's, King's and Ace's melded. You may use wilds.
SCREW YOUR NEIGHBOUR
2/2 WW NP RULES:
You cannot meld or canasta what the other player has already melded or made a canasta from.
SAX ON THE BEACH
2/2 WW NP RULES:
Must have 6's and 9's melded before making any canastas
SAXY BETSY
2/2 WW NP RULES:
A natural canasta in Queen's or King's is an auto win.
SIX SHOOTER
2/2 WW WP RULES:
Must meld 6's before picking up pile. Natural canasta in 6's is an auto win
SNOW WHITE AND THE 7 DRAWFS
2/2 WW NP RULES:
You must meld 7's and Queen's together first. You must wait until your next turn before melding anything else. If you get a natural canasta in both Queen's and 7's, it's an auto win.
SUGAR DADDY
2/2 WW WP RULES:
Canastas of both Jack's and King's is an auto win.
SUGAR MAMA
2/2 WW NP RULES
Canastas of both Queen's and Ace's is an auto win.
SEWERCIDE
2/1 WW WP RULES:
You may not meld, make a canasta or pick up the pile until you can go out.
SUPREME SIXES
2/2 WW NP RULES:
6's must be in your opening meld, other cards may be used. A natural canasta in 6's is an automatic win.
SWEET 16
2/2 WW WP RULES:
Have to meld 6's and 10's first. Wait until next turn to pick up pile or meld anything else. You may use wilds when melding 6's and 10's.
TAVERN ON THE GREEN
2/2 WW NP RULES:
Your opening meld must consist of 8's, 9's and 10's only. You may use wilds. After your meld, you must wait until your next turn to meld more.
THE JOKES ON YOU
2/2 WW NP RULES:
You cannot use Jokers, you can only discard them. If you meld a joker you are DQ'd
TIC TAC TOE
2/2 WW NP RULES:
If you get 3 canastas in a row it's an auto win. Example 456, 567, etc.

UNDER ARREST
2/1 WW NP RULES:
First person to get 3 of the red 3's is under arrest and cannot make any more canastas.
WORKING 9 TO 5
2/2 WW NP RULES:
You can only make canasta's between 5's and 9's. You may meld 4, 10, Jack, Queen, King, and Ace's but cannot make a canasta out of them. Wilds can be used.
SIMPLE FUNK GAMES (Please use these games with POT LUCK) 4's
2/2 WW NP RULES:
Players must meld with 4's in their initial meld each hand.
5's
2/2 WW NP RULES:
Players must meld with 5's in their initial meld each hand.
6's
2/2 WW NP RULES:
Players must meld with 6's in their initial meld each hand.
7's
2/2 WW NP RULES:
Players must meld with 7's in their initial meld each hand.
8's
2/2 WW NP RULES:
Players must meld with 8's in their initial meld each hand.
9's
2/2 WW NP RULES:
Players must meld with 9's in their initial meld each hand.
10's
2/2 WW NP RULES:
Players must meld with 10's in their initial meld each hand.
Jack's
2/2 WW NP RULES:
Players must meld with Jack's in their initial meld each hand.
Queen's
2/2 WW NP RULES:
Players must meld with Queen's in their initial meld each hand.
King's
2/2 WW NP RULES:
Players must meld with King's in their initial meld each hand.
Ace's
2/2 WW NP RULES:
Players must meld with Ace's in their initial meld each hand.

Nov 15, 2015 | Computers & Internet

1 Answer

Lost my rules for my five alive card game


SET UP
Place one set of "A-L-I-V-E" cards (color coded) in front of each player. Set aside unused "A-L-I-V-E" cards.
Shuffle the deck.
Deal out 10 cards to each player.
Place the remainder of the deck face-down in the center of the table.
Play proceeds clockwise, starting left of dealer.
WHAT HAPPENS
Players take turns playing a card onto the discard pile.
If it is a number card, add it to the running total. If this would take the total above 21, instead of playing it, you must flip over an "A-L-I-V-E" card.
If it is a WILD card, follow the appropriate instructions.
If it is your last card, the hand is over. All other players flip over an "A-L-I-V-E" card.

DRAW: All other players must pick up 1 card from the face-down deck. Counts as 0 to the running total.

DRAW 2: All other players must pick up 2 cards from the face-down deck. Count as 0 to the runing total.

PASS ME BY: Play passes to the next player in the rotation. Count as 0 to the running total.

REVERSE: Play now proceeds in an opposite direction, left to right and vice versa. If played when only two players are left, it is treated as a PASS ME BY card. Counts as 0 to the running total.

SKIP: The next player is ignored and play proceeds to the following player. If played with only two players, the player of the card would get an immediate new turn. Counts as 0 to the running total.

=21: No matter what the total was, it is now 21. Can be played when the score is already 21, when it has no effect, but avoids a penalty.

=10: The running total is now 10.


HAND IN & RE-DEAL: All players hand their cards to the player of the card. He must shuffle all the hands, including his own and re-deal them to the players.
He does not include the face down deck or the discards. He should start dealing to his left. If new hands are unequal, bad luck. Play continues as normal, but the running total is reset to 0. If this card is the last card played from a players hand, the round is over.

BOMB: When played, all other players must immediately discard a 0. If they can't, they must flip an "A-L-I-V-E" card. Running total is reset to 0.
Note: other WILD cards with a value of 0 cannot be substituted.
WINNING
The last player with an "A-L-I-V-E" CARD face up is the winner.
ALTERNATIVE SUDDEN DEATH ENDING
As soon as one player flips all "A-L-I-V-E" cards, the game ends. The player
with the most "A-L-I-V-E" cards remaining is the winner.
If there is a tie, the tied players add the total value of the number cards
remaining in their hand. The player with the lowest total wins.
ALTERNATIVE TEAM PLAY
FOR 4 TO 6 PLAYERS. DIVIDE INTO 2 TEAMS.
Team members sit alternately around the table.
Each team uses only one set of "A-L-I-V-E" cards.
All WILD cards operate as before: For example, when playing the BOMB, your team might flip several "A-L-I-V-E" cards, if the players don't have a "0".
When a player plays his last card, the opposing team loses only one life.
Play continues as normal until a team flips all "A-L-I-V-E" cards.

Apr 11, 2014 | Games

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