How to Play Teen Patti — Rules, Hand Rankings & Variants

Teen Patti rules in full: hand rankings with exact odds, blind and chaal betting, the pot limit, and how Muflis, AK47, Joker, Hukam and Pot Blind each change the game.

By Teen Patti Gold Master Editorial · Updated

Deck
52 cards, no jokers
Players
3 to 6 at a table
Cards each
Three, face down
Possible hands
22,100
Best hand
Trail of aces (A-A-A)
Skill involved
Real — betting decisions matter

Teen Patti is the game the rest of the catalogue is built around. Three cards each, a shared pot, and a betting structure that rewards judgement — unlike Andar Bahar or Dragon vs Tiger, this one has genuine decisions in it.

Everything below covers standard Teen Patti first, then the five variants you will meet in the apps.

The rules step by stepThe rules, step by step

  1. Everyone posts the boot. The boot is the minimum stake, and it forms the starting pot before any cards are dealt.

  2. Three cards are dealt face down to each player.

  3. Play moves clockwise. On your turn you are either blind or seen:

    • Blind — you have not looked at your cards. You stake the current amount, or double it.
    • Seen — you have looked. You must stake at least twice the current amount, or four times to raise.

    The discount for playing blind is the core tension of the game.

  4. You can fold (pack) at any turn, losing whatever you have already put in.

  5. A show ends the hand. When two players remain, either can pay for a show. Cards are compared and the better hand takes the pot.

  6. The pot limit ends it early. Most tables cap the pot. When the cap is reached, everyone still in shows immediately.

Hand rankings with the real oddsHand rankings, with the real odds

There are exactly 22,100 possible three-card hands. Here is how they divide:

RankHandWhat it isCombinationsChance
1TrailThree of a kind520.24%
2Pure SequenceRun, same suit480.22%
3SequenceRun, mixed suits7203.26%
4ColorSame suit, no run1,0964.96%
5PairTwo of a rank3,74416.94%
6High CardNone of the above16,44074.39%

Two things in that table are worth sitting with.

A pure sequence is rarer than a trail — 48 against 52 — yet it ranks below it. That is a quirk of the game's history, not an error, and it means the second-best hand is genuinely harder to make than the best one.

Three hands in four are nothing at all. High card covers 74.39% of deals. If it feels like you are folding constantly, the maths says you should be.

For an interactive version of this table with tie-breaking rules, see the hand ranking chart.

Sequence order the rule people get wrongSequence order — the rule people get wrong

A-K-Q is the highest run. A-2-3 is the second highest, ahead of K-Q-J. The lowest is 4-3-2.

In most card games the ace is either high or low. Teen Patti lets it be both, at the top and immediately below the top. More pots are lost to this than to any other rule in the game.

The five variantsThe five variants

Each of these changes one thing and leaves the rest of the game intact.

Muflis lowballMuflis (Lowball)

The ranking is reversed. The worst hand wins. High card beats a pair, a pair beats a color, and a trail — normally unbeatable — becomes the weakest holding at the table.

Everything else is unchanged. The difficulty is that years of instinct now point the wrong way, and most players misread a strong hand as a good one for at least a few rounds.

Ak47AK47

Every ace, king, four and seven is wild and can stand in for any card. That is sixteen wild cards in the deck.

The effect is dramatic: strong hands become routine. A trail that would normally win almost every pot is now common enough to be beaten regularly. Hand values inflate across the board, so the practical skill is recalibrating what "good" means.

JokerJoker

The dealer reveals one card at random and every card of that rank becomes wild — four wilds, against AK47's sixteen.

Mechanically it is the same idea with a gentler effect. Hands improve, but not so much that normal judgement stops working. It is the most approachable of the wild-card variants.

HukamHukam

One suit is nominated as trump for the hand. Cards of that suit gain value, which shifts hand comparisons without changing the ranking table itself.

Implementations vary more than the other variants — check the specific table's rules before committing money.

Pot blindPot Blind

All players stay blind for a fixed number of rounds. Nobody may look at their cards until the round limit passes.

It removes information from the early game entirely and turns those rounds into pure pot-building. Once the limit lifts, normal play resumes with a much larger pot already on the table.

What actually mattersWhat actually matters

Teen Patti is the only game in this catalogue where your decisions change the result. The three that matter most: fold the 74% of hands that are nothing, play blind while the pot is small and seen once it is large, and remember that A-2-3 beats K-Q-J.

Where to play Teen Patti

Other games to learn

Real-money gaming carries financial risk and the house holds an edge in every game listed on Teen Patti Gold Master. Play only what you can afford to lose, and check your state's current rules before playing for money. Read the full disclaimer.