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Teen Patti variations

Part of the reason Teen Patti never gets old is the number of ways to play it. A variation changes one rule, such as which hand wins, which cards are wild or how many cards you hold, and a game you know well feels new again. This page covers 34 of them: 10 you can play right here, free, and the rest explained so you can try them at home.

New to the game? Learn the classic version first with our guide to playing Teen Patti, the Teen Patti rules and the Teen Patti sequence list and ranking chart. Every variation keeps most of them, and the sequence list notes the ones that change the ranking.

Play these variations free

Free play · No real money

Our free table deals every game below against four computer opponents, with play chips only. Each game has its own page: the table at the top, set to that game, and the full guide below it.

  • Auction

    Guide only

    2♦K♠K♦

    Before the betting, two piles of three cards are sold to the highest bidder, who swaps them for their own hand. The face-up card of each pile makes its rank wild for everyone. Its bidding round needs people across the table, so our table does not deal it.

Which variation should you try first?

Muflis is the easiest step from the classic game: the same hands in the opposite order, so the lowest hand wins. 4X Boot changes nothing but the size of the boot, so every pot starts bigger. Joker adds only three wild cards and stays close to the classic feel.

AK47, Hukam and King Little are the wild ones, where trails turn up all the time. Lallan Kallan gives every hand one joker by its colour and kills a hand of one colour, and Kiss Miss Bliss deals five cards and fuses two of them into a joker. 999 and 555 are the odd ones out: hands become numbers, and the one nearest the target wins.

Rules for these games differ between apps and home tables, so agree on the details before you play. Each guide says which version our table deals and where others differ.

Teen Patti variations compared

Every variation with a guide on this site, side by side. Betting, show and side show work the same way in all of them, and a hand made with jokers ties the same natural hand. The classic order of hands they start from is on the Teen Patti sequence list and ranking chart.

VariationCardsWhat changesJokers
Classic3The standard game: the best hand winsNone
4X Boot3The boot is four times the usualNone
Muflis3The lowest hand winsNone
AK473Sixteen fixed jokersEvery Ace, King, Four and Seven
Joker3A card is turned up after the dealThe other three cards of its rank
Hukam3A card is turned up as the trumpThe other twelve cards of its suit
King Little3Every hand has a jokerEvery King and your lowest card
Lallan Kallan3A hand of one colour is deadYour card of the odd colour
Kiss Miss Bliss5Your best three of five cardsA kiss, miss or bliss pair fused into one
9993Hands are numbers; nearest 999 winsNone
5553Nearest 555 wins; two free card swapsNone
Auction3Two piles are auctioned before the bettingThe ranks of the piles' open cards

More Teen Patti variations

These 23 are played at home tables and in some apps. Our free table does not deal them yet, so each one is marked as not playable here. House rules for them vary even more than for the games above.

Joker and wild card games

The classic rankings, with some cards made wild by a rule of the deal.

  • Rotating Jokers

    Not playable here yet

    Each player gets two cards face down and one face up, and the face-up card is that player's own joker. When someone packs, their open card becomes a joker everyone can use, and from then on nobody may use their own.

  • Pack Jack

    Not playable here yet

    Three cards are dealt face up in the middle as jokers for everyone. Each time a player packs, their three cards replace the middle ones and become the new jokers.

  • Plus Sign

    Not playable here yet

    Five cards are laid face up in the middle in the shape of a plus sign, and all of them are wild. At the show each player may use the jokers from the across line or the down line, not both.

  • Wild Draw

    Not playable here yet

    After the normal deal one more card goes face up in the middle. It is a joker that every player may use in their hand.

  • One-Eyed Jack

    Not playable here yet

    The two Jacks drawn in profile, the Jack of spades and the Jack of hearts, are jokers. The other two Jacks are ordinary cards.

  • Folding Joker

    Not playable here yet

    Each player gets four cards and keeps one face down to the side, unseen; the other three make the hand. When a player packs, their side card is turned up and becomes a joker for everyone, and earlier jokers stay wild.

  • High Wild(Lowest Joker)

    Not playable here yet

    Despite the name, the rule is about low cards: the lowest card in your hand is a joker, and so is any other card of the same rank. With 2-2-6 both Twos are jokers and the hand is three Sixes.

    Play King Little, where Kings are wild too →
  • Pairs Are Jokers

    Not playable here yet

    Each player gets seven cards. Any pair among them becomes two jokers, and the best three-card hand is played. A player without a pair must pack.

  • Kissing Missing

    Not playable here yet

    Like Kiss Miss Bliss with four cards: a pair (kissing) or two cards one rank apart (missing) fuse into one joker, and the other two complete the hand. Without such a pair you throw one card away and play the other three. Everyone plays seen.

    Play Kiss Miss Bliss, its five-card cousin →
  • Buying Jokers(Seen and unseen)

    Not playable here yet

    Before the betting, players may pay an agreed amount into the pot to take a joker card, and in a second round take one from another player at double the price. The hand then carries on as usual.

More cards, or cards in the open

Games that change how many cards you hold or how many the table can see.

  • Discard One

    Not playable here yet

    Each player gets four cards, throws one away and plays the best three. Choosing means looking, so nobody plays blind.

  • Draw

    Not playable here yet

    After the deal players may swap cards for new ones from the deck, paying an agreed amount into the pot for each swap, whether they are blind or seen.

  • 3-2-1

    Not playable here yet

    Each player gets six cards and splits them into a three-card hand, a two-card hand and a single card. Each set is bet and shown in its own round; whoever wins at least two rounds takes the money, and if nobody does it stays in the pot.

  • Community

    Not playable here yet

    A few cards are dealt face up for everyone to share, a little like poker. Each player builds the best three-card hand from their own cards and the shared ones.

  • Stud

    Not playable here yet

    Each player gets one card face up for the whole table to see and two face down. The game is then played by the classic rules.

  • 2 Cards Open

    Not playable here yet

    Each player gets two cards face up and one face down, and everyone bets on what they can see. There is no blind play.

A different way to win

Games where the winner is decided by something other than the classic rankings.

  • Odd Sequence

    Not playable here yet

    Runs skip a rank: 5-7-9 or 9-J-K is a sequence instead of 7-8-9. Everything else is classic Teen Patti.

  • High-Low Split

    Not playable here yet

    The pot is shared between the best hand and the worst. Players either declare which half they are playing for (declaration) or let the cards decide (cards speak).

  • In-Out

    Not playable here yet

    Three jokers lie face up in the middle. Each round every player declares in or out: players who stay in add to the pot, and the cards of players who go out replace the jokers. The last player left plays three cards from the dealer for the pot.

  • Temperature

    Not playable here yet

    In-Out with a twist: after the declarations a temperature card is turned up. An Ace to Six means the lowest hand wins; a Seven to King means the highest.

  • Sudden Death

    Not playable here yet

    The whole deck is dealt out. Players drop cards one at a time until someone calls stop, and the best three-card hand from what each player still holds wins.

  • Cobra(Maatha)

    Not playable here yet

    Each player gets one card and holds it to their forehead without looking, so everyone sees every card but their own. After the betting the highest card wins.

  • Banko

    Not playable here yet

    Each player in turn plays the bank: two cards are turned up and you bet on whether the next card falls between them. Guess wrong and you are out; the last player left takes the pot.