How to play Teen Patti
Each player gets 3 cards. Everyone puts in the boot to start the pot, then players take turns betting until one player is left or there's a show.
Hand rankings (best to worst)
1
Trail (Trio)
Three of the same rank. AAA is the best hand.
2
Pure sequence
Three in a row, same suit. A-K-Q highest, then A-2-3.
3
Sequence
Three in a row, mixed suits.
4
Color
Same suit, not in sequence. Compare highest cards.
5
Pair
Two of the same rank. Higher pair wins, then kicker.
6
High card
None of the above. Highest card wins.
Betting
- Blind: you haven't looked at your cards. You bet the current stake (or double it to raise).
- Seen (Chaal): after looking, you bet twice the stake (or four times to raise).
- Pack: fold and lose what you've already put in.
- Show: when only 2 players remain, pay your bet to compare cards. On a tie, the player who asked for the show loses.
- Sideshow: a seen player can ask the previous seen player to compare privately. If accepted, the weaker hand packs (tie: the asker packs).
- Turn timer: Basic tables give 60 seconds per turn; Premium tables give 90 seconds. If time runs out the player automatically packs (a pending sideshow is declined).
- Dealer's Choice: the next dealer chooses and previews the rules. Premium tables have a 60-second rules review before dealing, or start earlier when every participating player taps Ready. Rules remain available on the table throughout the hand.
- Pot limit: if set, reaching it forces a showdown of everyone still in.
- Entry minimum: boot plus one opening seen bet (twice the boot, capped by the maximum bet). With boot 10 and max bet 100, you need 30 chips to enter a hand.
- Low chips: if someone runs out, or the next player cannot cover their required bet, everyone still in goes to a forced showdown. No extra fee is charged; equal best hands split the pot. Chips are not borrowed or automatically refilled.
Variations
- Imagine One — two private cards with the strongest imaginary third chosen automatically; imagined cards are independent of opponents’ hands.
- Personal Joker — four cards; your lowest rank is wild only for you (Ace high). Best three count automatically.
- All Open — see opponents’ hands, not your own until showdown. Seen mode changes your betting cost, not your visibility.
- Joker Galore — three private cards; a random public indicator makes every red or black card wild according to its colour.
- Joker at 10/20/30 — indicators reveal at 10, 20 and 30 chips added beyond initial boots. A payment reveals every threshold it crosses; revealed ranks remain wild.
- Passing Cards — first player gets six; others start with three and receive three passed cards. Each keeps three of six and passes the extras clockwise; the last discards them. Three public indicators then set joker rank, wild colour and burst rank. Burst overrides jokers; if all burst, boots are refunded.
- Shopping — clockwise turns: pay one boot into the pot to draw a fourth card, then discard one; or keep for free and permanently finish shopping. Repeat until everyone keeps, then bet normally. An exhausted deck reshuffles only discards, never held cards.
- Shared Pair — three private cards plus two face-up community cards shared by everyone; the strongest three of your five count.
- Rotating Jokers — your lowest rank is wild (Ace high). After every full betting round the jokers rotate one seat clockwise; only you see your current wild rank.
- Buy a Joker — once per hand, on your turn after seeing your cards, pay one boot into the pot to turn one of your cards wild. Your choice stays secret.
- Classic — the rules above.
- Muflis (Lowball) — rankings flip: the weakest hand wins, so a low high-card hand like 5-3-2 is a monster.
- AK47 — every Ace, King, Four and Seven is wild and becomes whatever card makes your best hand.
- Joker — a random rank is announced as wild at the start of every hand.
- Discard One — four private cards, then each player discards one in clockwise order. Betting waits for all remaining selections; only the kept three are compared. Blind play is off and missed selection turns auto-pack.
- 7 Joker — every seven is wild.
- One Open Card — two private cards and one shared face-up card used by everyone; not two face-up cards per player.
- 2 Burst / 7 Joker + 2 Burst — private twos automatically pack their holder, optionally with wild sevens. If everyone bursts, the hand is void and boots are refunded.
- Open Joker — two private cards and one shared face-up card, with a dealer-selected wild rank.
- Two Cards Open — two of each player's three cards are face-up. The third stays private until seen or shown; normal betting and comparison apply.
- Middle Jokers — two separate public indicator cards reveal at the deal. Ranks strictly between them are wild, with Ace high and no wrap. Equal or adjacent ranks mean no jokers.
- Colour Jokers — the dealer chooses red (hearts/diamonds) or black (spades/clubs); every card of that colour is wild.
- Family Special — name and save a compatible combination in the dealer's builder; everyone reviews the same locked rules.
Ending the game
Between hands anyone can vote to end. When every player at the table has voted, the game ends and the player with the most chips is crowned the winner. Chips are just for fun — no real money.