If your Teen Patti playing skills are as rusty as mine I figured this might come in handy in a pinch (and you can easily access it on your phone via our mobile site m.missmalini.com so no one will know you’re a rookie!)
Aces are the highest rank and 2s lowest. The object of the game is to have the best three-card hand and to maximize the pot before the showdown. Also if you’re the dealer it looks cool if you know a lot of awesome variations, so you’re welcome 🙂
Psst! Know any cool variations? Leave me a comment below! xoxo
*FYI Teen Patti (three cards) also known as Flash is a gambling card game that originated in India and is super popular around Diwali time 🙂
Hand Order
Trail: Three of the same cards. (Three aces are the highest and three twos are the lowest.)
Pure Sequence: Three consecutive cards of the same suit. The order of ranking from highest to lowest is A-K-Q, A-2-3,K-Q-J, Q-J-10 and so on down to 4-3-2.
Sequence: Three consecutive cards not all in the same suit.
Colour: any three cards of the same suit. When comparing two colours, compare the highest card; if these are equal compare the second; if these are equal too, compare the lowest. (The highest colour is A-K-J and the lowest is 5-4-2.)
Pair: Two cards of the same rank. Between two pairs the one with the higher value is the winner. If the pairs are of equal value then the odd/kicker card determines the winner. (The lowest pair is 2-2-3 and the highest is A-A-K.)
High Card: If two players share a common high card, the next highest card is used to determine the winner. (The best high card hand would be an AKJ).
Variations
Open Cards: Pull out three cards at random after dealing and nominate one card where the number is a joker, one card where the suit is a joker, and one card where the number is a compulsory bust. In this case, there are 14 jokers in this hand.
2-3-5: In this version, 2-3-5 is the highest sequence (even higher than the A-K-Q)
Best of Four: Each player is dealt four cards from which they must make the best possible three-card hand.
Imagine One/Two: In this variation, players are dealt an incomplete set of cards and then required to imagine the rest. 1) Each player is dealt two cards and the third card is imagined. 2) Each player is dealt one card, and the other two cards are imagined. 3) Each Player is dealt one card, second card is imagined and a common card is opened on the table which is everybody’s “third” card.
Mufliss: The rankings of the card combinations are reversed: The least ranking combination has the highest rank.
Blackjack: Each player is dealt three cards. Picture cards (Jacks, Queens and Kings) carry 10 points, aces carry 1 or 11 points, and all other cards carry points as per their face value. The total number of points are added up. Like “Blackjack”, 22 points and over get bust, while the player having the highest number of points, up to 21, wins.
Jokers: The dealer pulls out one card at random after dealing and nominates all other cards of the same rank/strength/number as jokers.
Low Card Joker: Each player’s lowest-ranking card (and all other cards of that same rank/strength/number) are jokers in that player’s hand only. If the two lowest cards are a pair then that pair is considered as two jokers.
High Card Joker: Each player’s highest-ranking card (and all other cards of that same rank/strength/number) are jokers.
Two Card Jokers: Each player is dealt four cards and the two lowest cards taken together is a joker (wild card) in that player’s hand only. If the two lowest cards are a pair then that pair may be considered as a single joker. In this version, if the two middle rank cards are a pair, then the player does not have any joker.
Bust Card Draw: The dealer pulls out one card at random after dealing and nominates all other cards of the same rank/strength/number as bust cards. Any player holding any of the bust cards has to pack/fold.
Stud: In this variation, each player receives a mix of prearranged combination of face-down and face-up cards. The cards dealt face down to each individual player are called hole cards (which gave rise to the common English expression “ace in the hole”). The cards dealt face up are called street cards. 1) 3 Card Stud: Each player is dealt 2 face-down cards and 1 face-up card. 2) 5 Card Stud: Each player is dealt 2 face-down cards and 3 face-up cards.
Community: This is a variation of Stud. Players are dealt an incomplete hand of face-down cards, and then a number of face-up “community” cards are dealt to the center of the table, each of which can be used by one or more of the players to make a three-card hand. 1) 3 Card Community: Each player is dealt 2 face-down cards followed by one face-up community card. 2) 5 Card Community: Each player is dealt 2 face-down cards followed by 3 face-up community cards.
Draw: A complete hand is dealt to each player and, usually before (or after, but not both) betting, players are allowed to change their hand by discarding unwanted cards and being dealt new ones.
High-Low Split: High-Low Split games are those in which the pot is divided between the player with the best traditional hand (called the high hand) and the player with the low hand.
Kiss, Miss & Bliss/Alternates & Consecutive: Five cards are distributed to each player. In this version, a player can make three types of jokers/wildcards: 1) Kiss: A pair in sequence is considered as one type of joker, e.g., A,2 or 8,9 or J,Q, but K,A isn’t considered joker. 2) Miss: A pair missing the sequence is considered as one type of joker, e.g., A,3 or 8,10 or J,K but K,2 isn’t considered joker. 3) Bliss: A pair having two similar cards is considered one type of joker, like having a same card immaterial of the colour is considered one joker, e.g., 8,8 or A,A.
Cobra: Each player is dealt a single card. All players put in a pre-determined amount into the pot. All players, without seeing, pick their card and place it on their forehead. This way, each player can see everyone else’s cards. No player can see their own card. This variation is usually played as the very last hand of the game.
555: Give 3 cards to everyone, the best game is the one closest to 555 arranging the cards as digits (ace being 1 and picture cards being 0). Closest can be either greater or lower than 555. For 2 rounds player can exchange one card of their game with a new one from the pack in order to improve their game by paying 2 counters for it.
Rotating Jokers: Whoever packs their cards become the new jokers.
Banko: The dealer opens cards in front of the player who has to bet some amount based on how likely he thinks the next card will lie sequentially in between the 2 open cards. (The minimum bet is always 1 counter.)