Teen Patti is a gambling card game from India, the name of which means ‘three cards’ in Hindi. It is extremely popular in South Asia, especially during holidays and friendly gatherings. In essence, Teen Patti is very similar to simplified poker – it is played with a small deck, and everyone holds only three cards. The game combines elements of luck and bluffing, so it is often compared to the British game Three Card Brag, from which it originated. Let’s take a look at a brief history of Teen Patti, the basic rules and how this game is presented in mobile applications.
Brief history and origins
Teen Patti (also called Flush or Flash in some regions) originated as a variation of the British Three-card brag and incorporated some elements of classic poker. Over time, the game has gained immense popularity in India. It is traditionally played among family and friends, for example, during the festival of Diwali or other holidays when it is customary to gather and organise card games. Due to the simplicity of the rules and gambling, Teen Patti has become a cultural phenomenon. Now, with the spread of the internet, the game has crossed the borders of South Asia and is being discovered in other countries, including through mobile games.
Teen Patti rules
Players and cards. Teen Patti is usually played by 3 to 6 people (in theory, up to 10 can participate, but less is more practical). A standard deck of 52 cards without jokers is used. Before the deal begins, all players agree on an initial bet – called a boot or ante. All players place this minimum bet in the centre of the table to form a pot. Each player is then dealt three cards, and the deal is done with closed cards (everyone can only see their own cards).
Theaim of the game is to have the strongest combination of three cards by the time of showdown or to be the only player who has not discarded cards (so that everyone else will fold).
Combination ranks (from oldest to youngest):
- Three of a kind (Trail, or Trio) – three cards of the same rank. The best possible combination is three aces (A-A-A-A), the weakest is three deuces (2-2-2).
- Pure Sequence – three cards of the same suit in order, analogue to a flush straight in Poker. Examples: the best is A-K-Q of one suit; the next is A-2-3 of one suit; then K-Q-J, Q-J-10 and so on up to 4-3-2. (The combination K-A-2 is not considered a sequence.) This is also called a shahi or straight flush.
- Sequence – three cards in order, but not all of the same suit. For example, 9♣-10♣-J♦ is a regular sequence (straight). The ranking of sequences is the same as for a straight: A-K-Q is the highest, 4-3-2 is the lowest sequenceep.
- Flush (Color) – three cards of the same suit (but not in order). If more than one player has a flush, the highest cards are compared, if equal – the second highest, then the third. In rare variations suits have seniority (sometimes spades are the highest, clubs are the lowest), and then in case of a complete match of ranks the suit wins.
- Pair – two cards of the same value + any third card. For example, 7-7-K. Pairs are ranked by value: two tens are stronger than two nines, etc. The highest pair is A-A (with K complementary), the lowest is 2-2 (with 3 complementary). If the pairs are equal in rank (say, two players have a pair of Jacks), the third card decides (who has the higher card).
- High Card – if no other combination can be assembled. The highest cards in the hand are compared. Ace is the highest, 2 is the lowest. If more than one player has the same High Card, the second card is looked at, and then the third.
In this way, each category of combinations beats all lower categories. For example, any sequence beats any flush (because a flush is lower on the list), and any flush beats any pair, etc. The exception is the arrangements in home games: sometimes participants can set their own ranking rules (but the classic order is just that).
Gameplay (bidding). After the hand is dealt, the bidding round begins. It resembles poker, but with an important difference – a player can play blind or with open cards.
- Blind: the player does not look at his cards and bets blind.
- Seen/play: the player has seen his cards.
The first move is made by the player to the left of the dealer. He has the choice of either betting or quitting the game (pass, discard). If he passes at once, he loses the bet, and the turn passes to the next player. Usually on the first round no one passes without betting, so the first player bets. The size of the bet depends on the status of the players (in the dark or not):
- If the previous player played blind, for the next player:
- if he is also blind, he must bet at least the same amount, or double the current bet (blind bet = from the current bet to double the current bet).
- If he wants to watch the cards (becomes an open player), he must bet at least double the current bet.
- If the previous player played open (seeing cards), then:
- for the next one playing blind, minimum bet = half the current bet (because blind bets are 2 times smaller).
- for the next open – minimum is equal to the current bet, maximum is 2 times more than it.
Thus, the blind bet is always considered half of the open player’s bet. In practice, the notion of a chip bet (e.g. 2 rupees) is often established for the open – then for the blind it will be 1 rupee. The stakes can increase with each round, but there is usually a limit on the maximum bet or number of doubles so that the game does not drag on for too long.
Players take turns either betting (equalising the current bet, with the option to raise – ‘raise’) or passing (leaving the game, losing the money invested in the pot). Bidding rounds continue until there is either one active player left (the others have reset), or until someone demands a showdown with the remaining two players. Requesting a showdown is called a showdown – when one player turns to another to compare cards.
Showdown. If all but one player has folded before the showdown, the remaining player automatically gets the entire pot without even showing his cards (he was ‘lucky’ or bluffed successfully). If there are two players left and someone initiates a comparison, both players reveal their three cards. The strongest combination (according to the ranking described above) wins the entire pot. In the case of exactly the same hand (which is rare in a 3-card game, but theoretically can be, for example, both players have a Q-10-7 flush of different suits), the pot is split between them.
Playing blind and seeing cards. Playing blind adds excitement: blind players do not know their combination, they rely on luck and psychological pressure. They bet less but can stay in the game longer on the cheap. A player can stay blind for a few rounds and then look at the cards when he sees fit (after looking at the cards he continues as a ‘seen player’ and has to bet full bets). It is often the case that several players pass after big bets, and someone who remained blind takes the pot without ever seeing what cards he had – such moments are very energising for the company!
An example of a game situation: four players have bet 10 coins, the pot has 40.
Player A (blind) starts and bets another 10 (totalling 20 in the pot).
Player B (blind) must bet between 10 and 20; he, say, doubles to 20 (40+20=60 in the pot).
Player C decides to look at the cards (becomes open).
Since the previous was blind with a current bet of 20, the opener must bet at least double blind, i.e. 40.
He bets 40 (pot 100).
Player D is blind, the previous one opened with 40, so the minimum bet for D is half, 20.
D bets 20 (pot 120).
Player A (blind) continues – the previous player was blind with 20, so A as blind can bet 20 or 40; he looks at the cards and becomes open, he must now bet at least 40 (minimum double last blind bet).
He, seeing the weak cards, decides to pass – out of the game (his investment remains in the pot).
Next, player B…
and so on until someone wins.
As you can see, the mechanics of betting may seem confusing in words, but in a real game players quickly get used to the order, especially if in the app or live game the software/crippet automatically suggests minimum bets.
Teen Patti in mobile apps
Teen Patti’s popularity has been reflected in a plethora of mobile apps.
For those who don’t always have company for live play, the apps allow you to play online with people around the world or against the computer.
Here’s what the mobile versions of Teen Patti typically offer:
- Online play with real opponents. Over the internet, you can join a table of similar people playing. The game is played with virtual chips or coins.
- A beginner is usually given an initial supply of chips, and then you can win or buy them. The rating of players is displayed depending on their winnings.
- Private tables with friends.
- Many applications allow you to create a private room and invite friends through a code or link.
- It’s convenient to play a game with people you know, even if you’re in different cities.
- Chat and emoji. The social component is an important part of Teen Patti. The apps have inbuilt chat or a set of quick emoji/phrases to tease your opponents, congratulate them on a win, express surprise at a lucky break, etc. This makes the game more fun, closer to atmospheric home games.
- Bonuses and rewards. Daily bonus chips for entering the game, gifts for inviting friends, tournaments and events – all this encourages you to play regularly. For example, the popular Teen Patti Gold app gives away coins every day and organises special tournaments on large virtual stakes.
- Game variations. Over time, developers have added different modes of Teen Patti: for example, Muflis (where the winner is just the youngest combination, vice versa), Joker (with one or two wild joker cards in the distribution), AK47 (4 cards A, K, 4, 7 – jokers) and other interesting variants. In apps, you can often choose the classic game or any of these variations, which adds to the variety.
- Additional games. Some platforms are not limited to Teen Patti – other casino/card games may be available inside, such as Indian rummy, blackjack, Texas poker, slots, etc. Thus, the app becomes a mini casino for entertainment.
Examples of popular apps are Teen Patti Gold, Ultimate Teen Patti, Octro Teen Patti, Teen Patti Live. Each has its own special features. For example, Teen Patti Gold is aimed at an international audience, has a nice interface and millions of players, you can always find a party. Ultimate Teen Patti offers quality table graphics and the ability to play offline with bots for practice. Octro Teen Patti is one of the first major apps, famous for its stability and large selection of modes. Essentially, these apps are very similar – the choice more often depends on where your friends live and which bonuses you prefer.
About money and responsibility. Although the apps use conditional chips, it’s important to remember that Teen Patti is a game of chance. In reality, money is at stake and the excitement can take over. In some countries, the apps allow real money games (via payments), but in most cases it’s just a game for fun. Nevertheless, even when playing with virtual chips, gamble responsibly. Don’t spend real money on buying huge stacks of chips in the hope of winning back – treat it as a payment for entertainment, nothing more.
Conclusion
Teen Patti is a bright, dynamic game that gives a taste of excitement with minimal rules. It is much easier to understand than poker: you just need to remember the hierarchy of combinations and the basics of betting. It is the ease of entry that has made Teen Patti a favourite game for millions of people. Thanks to mobile apps, everyone can immerse themselves in the atmosphere of Indian ‘three-card poker’, regardless of geography.
If you love card games and want to try something new, try Teen Patti. Practice in the app, understand the combinations, and then it all depends on luck and your bluffing skills! This game is perfect for a fun pastime – whether it’s a virtual table online or a real meeting with friends. Have fun, play responsibly and may the luck of the three card game be with you !