Guide
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.
- A♠A♥A♦
Classic
Standard rankings
The standard game: the best hand wins, from a trail of aces down to a lone high card.
- K♠K♥K♦
4X Boot
Four times the boot
Classic Teen Patti with a boot four times the usual: everyone puts 200 play chips in before the deal instead of 50. The hands and rules are the classic ones, but pots grow fast.
- 5♠3♦2♣
Muflis
Lowest hand wins
The classic rankings turned upside down: the weakest hand wins. A plain high card beats a pair, and a trail is the worst hand you can hold.
- Q♥4♥7♣
AK47
A, K, 4 and 7 are wild
Every Ace, King, Four and Seven is a joker that stands for any card. Sixteen jokers make trails and runs common, so a plain pair is weak.
- A♥K♥8♦
Joker
The turned-up rank is wild
After the deal one card is turned face up. The other three cards of its rank are jokers for that hand, so you will not know what is wild until the cards are out.
- K♠2♥2♦
Hukam
The turned-up suit is wild
After the deal one card is turned face up as the hukam, the trump. Every other card of its suit is a joker for that hand: twelve jokers, so strong hands come often.
- K♠Q♦4♣
King Little
Kings and your lowest card are wild
Every King is a joker, and so is the lowest card in your hand. Every hand holds at least one joker, and a King gives you two, which always makes a trail.
- A♥A♦K♣
Lallan Kallan
The odd colour is wild
Lallan is red and Kallan is black. With two cards of one colour and one of the other, the odd card out is your joker. Three cards of one colour make a dead hand that must pack.
- 8♠8♦3♥4♦
Kiss Miss Bliss
Five cards, two make a joker
You get five cards. Two that pair (bliss), sit in a row (kiss) or sit one rank apart (miss) fuse into a joker, which plays with two of your other cards. Nearly every hand has a joker, so trails are common.
- 9♠9♥9♦
999
Closest to 999 wins
Your three cards make a three-digit number and the one closest to 999 wins. Ace counts 1, Two to Nine their face value, and Ten, Jack, Queen and King count 0.
- 5♠5♥5♦
555
Closest to 555 wins
Your three cards make a number, in whichever order brings it closest to 555. Ace counts 1, Two to Nine their face value, Ten and the court cards 0. You may swap a card on each of your first two turns.
- 2♦K♠K♦
Auction
Guide only
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.
| Variation | Cards | What changes | Jokers |
|---|---|---|---|
| Classic | 3 | The standard game: the best hand wins | None |
| 4X Boot | 3 | The boot is four times the usual | None |
| Muflis | 3 | The lowest hand wins | None |
| AK47 | 3 | Sixteen fixed jokers | Every Ace, King, Four and Seven |
| Joker | 3 | A card is turned up after the deal | The other three cards of its rank |
| Hukam | 3 | A card is turned up as the trump | The other twelve cards of its suit |
| King Little | 3 | Every hand has a joker | Every King and your lowest card |
| Lallan Kallan | 3 | A hand of one colour is dead | Your card of the odd colour |
| Kiss Miss Bliss | 5 | Your best three of five cards | A kiss, miss or bliss pair fused into one |
| 999 | 3 | Hands are numbers; nearest 999 wins | None |
| 555 | 3 | Nearest 555 wins; two free card swaps | None |
| Auction | 3 | Two piles are auctioned before the betting | The 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 yetEach 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 yetThree 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 yetFive 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 yetAfter 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 yetThe 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 yetEach 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 yetDespite 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 yetEach 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 yetLike 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 yetBefore 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 yetEach player gets four cards, throws one away and plays the best three. Choosing means looking, so nobody plays blind.
Draw
Not playable here yetAfter 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 yetEach 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 yetA 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 yetEach 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 yetEach 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 yetRuns 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 yetThe 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 yetThree 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 yetIn-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 yetThe 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 yetEach 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 yetEach 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.