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Rules Desk

Teen Patti rules, from the first deal to the next action.

Independent reference · Updated 12 November 2026

What this guide helps you do

  • Recognise the six hand categories
  • Follow blind, seen and comparison actions
  • Check the selected room’s own conditions
The short answer

A standard round connects three cards, a player state and an available action. Learn those three parts together before choosing a room.

Choose a focused guide

The game in one minute

Teen Patti, also called 3 Patti, is a three-card game. In a standard high-hand round, the category of a hand comes first, followed by the ranks that decide comparisons within that category. Players follow the table’s action order until the round reaches its ending condition.

Use the six-category chart as the reference for ordinary high-hand play. A variation can change the objective, the cards treated as wild or the order of particular sequences. Read that mode before applying a familiar rule.

Walk through a practice round

  1. Agree the format. Name the variation, the sequence order and the tied-hand procedure. For learning, use sample cards and practice units.
  2. Read the opening conditions. The boot starts the pot; the room sets the action ranges, timing and limits.
  3. Receive three cards. Playing blind means keeping them unseen. Once you inspect them, follow the seen-player actions.
  4. Choose an available action. Read its label and range. Packing ends your participation in that round; continuing follows the displayed conditions.
  5. Resolve the round. A final comparison follows the room’s show procedure. An earlier private comparison has its own eligibility and acceptance rules.

Learn the category before the kicker

Take Q♠ Q♦ 5♥ and J♠ J♥ A♣ as a sample comparison. Both are pairs, so the paired ranks decide first: queens lead jacks. The ace beside the jacks is a kicker, which becomes relevant after equal paired ranks.

Next compare Q♠ Q♦ 5♥ with Q♥ Q♣ 9♦. Here the pair ranks match, so nine leads five. Explaining these two decisions is a useful first practice goal.

Read the action in context

Blind and seen describe different information states. Show and sideshow describe different comparison procedures. A hand’s category alone leaves those action conditions unanswered, so connect the cards with the current player state and room display.

Before confirming, find the permitted range, the player or hands involved and the result of accepting the action. Use a comfortable table pace and a finish-time reminder while learning.

Three questions for your first room

What should I memorise first?

Start with trail, pure sequence, sequence, color, pair and high card. Then practise pair ranks and kickers with concrete hands.

Where does A-2-3 belong?

This guide’s examples place A-K-Q first, A-2-3 second and K-Q-J next. The selected mode supplies the order used at its table.

What makes a useful first session?

Choose one learning task, locate the relevant controls and keep a finish time. A short session gives you a specific decision to review.

References and scope

Read publisher instructions in the context of their product or mode. The selected edition defines the conditions used in its room.

Your next useful question

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