Teen Patti Variations

In addition to standard Teen Patti, there are many different Teen Patti variations that you can play. You can play these at home with your family and friends. In this article, I will explain 35 different Teen Patti variations.

Written by Arjun Patel, pro Teen Patti player
Published: 30/06/2020
Teen Patti Variations

1. Mufliss

Mufliss, also known as Lowball, works just like regular Teen Patti. The only difference is that the ranking of hand is reversed. The worst hand (high card) has becomes the best hand, and the best hand (trio) best the worst hand. If two players compare their card and have the same hand, the player with the lowest card win.

Example: If player A has A-A-A (trio) and player B has 3-5-8 (high card 8) the winner in traditional Teen Patti is Player A. But in Mufliss the winner is player B.

2. 999

The aim if this variation is to get as close to the number 9-9-9 as possible. The player who gets closest to 9-9-9 wins the game.

The card suit is irrelevant and each face card translates into a certain number.

These are the numbers for all face cards:

  • K, Q, J, and 10 (of any suit) = 0
  • 9 (of any suit) = 9
  • 8 (of any suit) = 8
  • 7 (of any suit) = 7
  • 6 (of any suit) = 6
  • 5 (of any suit) = 4
  • 4 (of any suit) = 4
  • 3 (of any suit) = 3
  • 2 (of any suit) = 2
  • A (of any suit) = 1

Example: If you get 7-6-A, your number is 761. If you instead get 9-K-4, your number is 940.

It’s worth pointing out that you are allowed to change the order of your cards. In the example above, if you get 9-K-4, which equals 904, you can change the order of your cards to get 940. This makes it easier to get closer to 999.

3. Sudden Death

The dealer shuffles and distributes a pack of cards (52 cards) equally to all players. For example, if there are four players, each player will get 13 cards each.

As a player you hold your pack of cards between your ring finger and thumb and drop cards until one of the other players shouts “stop”. All players drop their cards one after another. All of the players can shout “stop” and you stop dropping cards when the first player shouts.

From your remaining cards in your hand, pick the card with the highest value. All players then compare their cards and the player with the highest card wins.

4. Discard One

In this variant, the dealer deals four cards instead of three cards. The player will then have to choose the best 3 cards from the hand and discard the 4th card. Because all players have seen their cards, all players must play chaal (see the cards).

All other Teen Patti rules remain the same. 

5. Plus Sign

In this variation 3 cards are dealt to each player and a plus sign is made on the table with 5 cards. The 5 cards are joker cards, which means they can have any value.

However, players will have to choose jokers either from the horizontal or vertical set of the cards arranged in the sign. The dealer will decide if players can choose jokers from the horizontal or vertical set of the plus sign before dealing cards.

Once the cards are dealt the round continue as usual. When there is a show the you can take advantage of the joker cards.

Example, assume you have A-A-3 (a pair), joker cards are chosen from the vertical set of the plus sign and on the vertical set there is a 3. Your 3 becomes joker card and can have any value. You can therefore call your 3 an A. You will then have a A-A-A (trio), which is the best hand you can have.

6. Rotating Jokers

Each player is dealt 3 cards just like the normal game. One open card and two closed cards is placed in front of everyone. The open card will be that player’s private joker card (this card can have any value).

When a player fold, that player’s open card becomes a joker for all other players. When this happens, you can no longer use your own joker card. Again, when next player fold, his open card become the next joker.

Example: Assume you have spade A (closed card) and spade K (closed card) and heart 3 (open card). The first player fold and his open card is spade Q. You now have a pure sequence (A-K-Q in spades).

7. Auction

All players are dealt three cards each. The dealer also places 2 piles of 3 cards each on the table. Each pile is made of one open card and two close cards. The open cards from the two different rounds serve as jokers for all the players.

The two piles on the table are then open for auction. All players take turns to make bids for the piles before the round starts. Any player who has a better hand can choose not to bid. The highest bidder will replace the new pile of cards with his old ones. The players old cards are then discarded. The money that was put up for bid is put in the main pot.

Once both piles of cards are sold the round continues usual. The only difference is that the two open cards serves as joker cards for all players. For example, if the two open cards were 2 and 3. Any player who has a 2 or 3 can replace these cards with any other card.

A player who bought a new pile of card can also choose to play blind or chaal. If he chooses to play blind he cannot look at his two closed cards during the round.

8. Pack Jack

In Pack Jack, three cards are dealt to each player and three joker cards (wild cards) are placed on the table. Whenever anyone packs (fold) in the game, his cards become the new 3 jokers. The new joker cards are place on the table and replaces the previous joker cards.

Again, when another player packs, his cards replace the previous joker cards.

9. Buying Jokers Seen and Unseen

Each player is dealt three cards and that is followed by two rounds of buying jokers. Every player must pay a pre-agreed amount to buy a joker in the first round. The money is then placed in the pot. The player can choose any of this card to be a joker card by placing it open in front of him. There is no limit on how many players that can buy a joker card.

In the second round, a player can buy a joker from another player by paying that player a pre-agreed amount. The player will also have to place the same amount in the pot, which means he has to pay double. Jokers from the first round are retained but shared with a player who pays for it in the second round.

After the second round, the game repeats.

10. King Little

In this variant, all the Kings are jokers. Also, from the three cards dealt to each player, the smallest card becomes the joker.

Example: assume you are dealt a K-Q-4 in different suits. Your K and 4 are joker cards and can have any value. You can then create a trio by changing your K and 4 to Q’s (Q-Q-Q).

11. Lallan Kallan

You are dealt 3 cards by the dealer. The card with the odd color among your three cards will be your joker. 

For example, if you have one black card and two red cards, the black will be the joker. 

However, if all three cards are the same color, you’re disqualified from the game and must fold.

12. Stud

In Stud Teen Patti, each player gets one face-up (open) card and two of face-down (closed) cards. The face-down cards are called hole cards while the face-up cards are called street cards.

Except for this, the rules are the same.

13. Kiss-Miss-Bliss

The dealer deals five cards to every player. You will have to put two cards together to make a joker. You can choose any two cards.

There are three types of jokers you can make; Kiss, Miss, or Bliss. A pair having the same numbers is called Bliss. A Kiss is a pair having two consecutive numbers while Miss is a pair missing one in the sequence.

For example, if you get 8-8 or 3-3 it is considered a Bliss, A-2 or 9-10 is considered as Kiss, A-3 or 6-8 is considered Miss.

You can only form one joker card in each round.  One of the remaining cards will have to be discarded for the game to continue. In that way you will only have 3 cards. 2 regular cards and 2 cards that forms a joker card.

If you can’t form a joker card you have to discard 2 cards.

14. Kissing Missing

Kissing Missing is similar to Kiss-Miss-Bliss. Players are dealt four cards each and they pick two cards to create a joker. Each player will then have two normal cards and one joker card (which can have any value and suit).

There are two types of jokers you can make; Kissing or Missing. To create a Kissing you need a pair (any numbers). To create a Missing you need to get two alternate numbers (e.g. 6 and 8).

If you can’t create a joker you must discard one card so that you have three normal cards.

The game then continues as usual, except that everyone is now playing Chaal.

15. One-Eyed Jack

In this variant, the Jack of Hearts and the Jack of Spades are called one-eyed jacks and they become jokers. The Jack of Diamonds and Jack of Clubs are not one-eyed and are ordinary cards.

16. Folding Joker

Each player gets four cards from the dealer with one kept separate and unseen. The separate cards cannot be included when creating a hand. From one of the three cards, one card is shown to all players and becomes a joker card for all players.

When any player folds, his unseen card becomes an additional joker card. All previous joker cards remain in the game.

Example: Player A could have 8-Clubs, 8-Diamonds, 4-Hearts, and one unseen card (2-Hearts). 4-Hearts is shown to all players. Player B has 7-hearts, 6-Spades, 9-Diamonds, and one unseen (3-Spades). 9-Diamonds is shown to all players. 9-diamonds and 4-Hearts are joker cards for all players in that round. If any player has a 9 or 4, he can decide any value and suit for that card.

If player A folds his unseen card (2-Hearts) becomes an extra joker card for all players. As a result, there are now three joker cards – 9-diamonds, 4-Hearts and 2-Hearts.

All other rules remain the same.

17. In-Out

To start the game, each player has to place a pre-agreed Ante bet. The bet is placed in the main pot.

Three cards are then dealt to each player and three joker cards are kept open on the table.

All players take turns to choose whether they are ‘in’ or ‘out’. ‘In’ means that the player wishes to keep playing. ‘Out” means that the player wishes to fold. If a player wishes to be “In’ he has to put an additional bet. If he plays blind he can bet 1-2x the Ante bet. If he plays Chaal he can bet 2-4x the Ante bet.

When a player is out, his cards become new jokers and replace the previous ones. The new joker cards are kept open in the middle of the table.

If more than one player is ‘in’, then their cards are compared and the player with the best hands wins. He then collects all the money in the pot. The losers have to pay that same amount in the pot. For example, if the winner collects Rs. 1000 for the pot, all losers have to pay Rs. 1000 each to the pot. A new round then continues.

The game continues until there is no money on the table. This can only happen when there is only one player who is ‘In’. When there is only one player who is ‘In’ he will compete against the bank, which is done in the following way:

The dealer shuffles the remaining deck and randomly picks three cards. The dealer’s cards are compared with the ‘In’ player’s cards. If the ‘In’ player has a better hand he collects all the money from the table. If he loses the money stays on the table and another round continues.

In this variant all player will have the chance to be a dealer and the dealer rotates as usual.

18. Temperature

This variant is derived from the in-out variant (which you can read about above). Three cards are dealt to all players and three jokers are face-up on the table. After the cards are dealt, the players must state if they are ‘in’ or if they are ‘out’. Players will show this by putting their thumb up for ‘in’ and down for ‘out’.

After players choose ‘in’ or ‘out’, a ‘temperature’ card is drawn and open on the table. If the temperature card is between A and 6, the lowest hand wins the game. But if the temperature card is between 7 and K, the highest hand wins the game. The other rules remain the same as the in-out game.

19. Closest to 555

In this variation, three cards are dealt to all players. All players can exchange one of their cards with one from the pack. A player can exchange cards during the first two rounds and they can only exchange one card each round.

All cards have a certain value and the player closest to 5-5-5 wins the game. The best hand can either be lesser or greater than 555. The cards have the following values:

  • A, K, Q, J (of any suit) = 0
  • 9 (of any suit) = 9
  • 8 (of any suit) = 8
  • 7 (of any suit) = 7
  • 6 (of any suit) = 6
  • 5 (of any suit) = 5
  • 4 (of any suit) = 4
  • 3 (of any suit) = 3
  • 2 (of any suit) = 2

Example, if you get 4-3-A you have the following value 4-3-0.

20. 3-2-1

This is another variant where players are dealt six cards each. All players will have to arrange their cards into three separate hands. The first hand will have three cards, the second hand will have two cards and the third hand will have one card. You can arrange your cards however you like.

After the arrangement, the game proceeds by betting on the first hand (with three cards). Once a winner has been decided, next round continues with the second hand (two cards). During the last round, you play with your third hand (one card).

To win the game you need to win two or more of the rounds. When you win at least two of the rounds you collect all the money that has been accumulated during all rounds.

If no player wins two or more rounds the money stays in the pot and the game is repeated.

To win with the first hand (three cards) you need to have a better hand than all other players, according to the usual ranking of hands. To win the second hand (two cards) you need a better hand than all other players. Since you only have two cards the only hands that counts are pairs and high cards. For the last hand (one cards), you win by having a higher card than all other players.

21. 2 Cards Open

Two cards are dealt face-up and the third face-down for each player. The normal game continues after dealing. Players will decide their bet and moves based on what the third card could be.

In this variant no one has the option to play blind or Chaal. Everyone has to play with two faced-up cards and one face-down card.

22. Wild Draw

In Wild Draw, the dealer deals three cards to each player. He then draws a random card from the deck and places it on the table faced-up. The random card is considered a joker card for all players.

Example: if the joker card is 3, anyone who has a 3 can pick any number and suit for that card.  

23. Cobra

In Cobra, also known as Maatha, wach player is dealt with only one card. All players place a pre-agreed amount in the pot. Without seeing their cards, they all pick the cards and place it on their forehead. The players would not be able to see their own cards but can see the other players’ cards.

The player with the highest card wins the game.

In this variation, no player has the option to fold.

24. Draw

In Draw, all players place a pre-agreed amount in the pot. Once this is done the dealer deals three cards to all players.

As a player you are allowed to discard a card and request a new one. You can request a new card is you are playing blind or Chaal.

In order to replace a card, you have to put a pre-agreed amount in the pot. You can only replace three cards in each round.

25. High-Low Split

In this variant of Teen Patti, the pot is divided between the player with the highest hand and the one with the lowest hand.

In High-Low Split, there is are two variations called “declaration” and “cards speak”. In “declaration” you must declare (either verbally or by using chips) if you wish to contest for the high hand or low hand. When there is a show the pot is split in half. All high hands compare their cards and the one with the highest hands win that half pot. Also, all low hands compare their hands and the lowest hand wins that half pot.

In “cards speak” you don’t declare. All players compare their cards in the show and the pot is split between the highest hand and the lowest hand

The players must first play three rounds of betting with no player allowed to fold. After these rounds, players are allowed to fold.

All players must agree on a limit of rounds before a show. It is usually between 6 to 10 rounds of betting. After the agreed number of rounds, there is a compulsory showdown. Compared to traditional Teen Patti where there can only be two players in a show, in this variation there can be several players in the show.

No side-shows are allowed in High-Low Split.

26. Community

This variant has two versions which are the 3-card community and the 5-card community. In the 3-card community, players are dealt two face-down cards and one face-up card. The face-up card is called the community card.

In the 5-card version, players are dealt two face-down and three face-up community cards. The players will have to select one of the face-down cards with two face-up cards to make a complete hand.

The dealer will also place three face-up community cards on the table. When you create a hand, you are allowed to replace any of your cards with the community cards on the table.

This variant is inspired by Texas hold’em poker and no player is allowed to play blind or chaal.

27. Odd Sequence

In Odd Sequence, all rules are the same as traditional Teen Patti. The only difference is how you form a sequence.

When you form a sequence in traditional Teen Patti you use consecutive cards, such as J-Q-K. But in Odd Sequence you need alternate cards to form a sequence, such as 9-J-K.

28. AK47

In this variant, the Ace, King, 4, and 7 are joker cards. Any player having any of these cards can use it as a substitute for a missing number or suit. The remaining rules are as simple as the regular Teen Patti.

29. 1942 Love Story

In 1942 Low Story all cards with numbers 1, 9, 4, 2 are joker cards and be have any number or suit.

Example: If you have K-9-Q. You can substitute your 9 to a J to form a sequence.

You must stick to Hindi while playing the game. If you speak English during the game, you are out.

31. Banko

In Banko, all players play on their own and the game takes turn after turn for each player. When it’s your turn to play, you must first place a pre-agreed amount in the pot. The dealer then places two faced-up cards in front of you. You have to bet is the next card will be within those numbers or not.

You place the money in the pot and if you are right you stay in the game. If you are wrong you are out. The game continues until there is only one player left. The remaining player wins the whole pot.

Example: The deals two open-cards 3 and 10. If you bet that the next card will fall between the two number and the next card is 5, you stay in the game.

32. High Wild

A player’s lowest-value card and all other cards with the same value are joker cards for that player.

Example: If you have 3-3-8, your 3’s are jokers and can have any value or suit. You can then substitute your 3’s to two 8’s to form a trio.

33. Pairs Are Jokers

In this game, seven cards are dealt to each player. All pairs in a player’s hand must be used as jokers. Each player must have a minimum of one pair to be able to play. If you don’t have a pair you must fold.

When there is a show, you choose your three best cards to form a hand.

Example: If you are dealt 7-7-K-K-2-3-7, your 7’s becomes one joker card and your K’s becomes one joker card.

34. Joker Hunt

The dealer deals three cards to each player and then opens up some cards on the table. That is, these cards will be faced-up. The number of cards to be open by the dealer is twice the number of players plus 3. For example, if there are 4 players, the dealer will open 4 x 2 + 3 = 11 cards.

In the next two rounds of the game, players will select one open card and discard one from their hand. A player may decide not to pick any card but will have to close one of the open cards. So, after the two rounds, the closed open card will be removed. Three open cards are left as jokers and the game continues as usual.

35. 4x Boot

4x Boot uses the same rules as traditional Teen Patti. The only difference is that the Ante bet is 4 times the normal boot value.

More Resources:

How to Win in Teen Patti

Online Teen Patti sites