Teen Patti Variations

You can play many different Teen Patti variations and standard online Teen Patti. You can play these with your family and friends at home.

teen patti variation

Read More: Teen Patti Hand Ranks


Mufliss, also known as Lowball, functions similarly to regular Teen Patti. The only difference is that the hand rankings are reversed. The worst hand (high card) has turned into the best hand, and the best hand (trio) has turned into the worst. If two players have the same hand and compare their cards, the player with the lowest card wins.

In traditional Teen Patti, if player A has A-A-A (trio) and player B has 3-5-8 (high card 8), the winner is Player A. In Mufliss, however, player B is the victor.


The goal of this variation is to get as close to 9-9-9 as possible. The game is won by the player who comes closest to 9-9-9.

The card suit is unimportant, and each face card corresponds to a specific number.

These are the face card numbers:

  • 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

For instance, if you get 7-6-A, your number is 761. If you get 9-K-4 instead, your number is 940. It’s worth noting that you can change the order of your cards. In the previous example, if you get 9-K-4, which equals 904, you can rearrange your cards to 940, making getting closer to 999 easier.

Sudden Death

The dealer shuffles a pack of 52 cards and distributes them to each player equally. If there are four players, each will receive 13 cards.

As a player, you hold your deck of cards between your ring and thumb and drop cards until one of the other players calls “stop.” Each player’s card is dropped one by one. When the first player shouts “stop,” all players stop dropping cards.

Choose the highest-valued card from the remaining cards in your hand. After that, all players compare their cards, and the player with the highest card wins.

Discard One

In this variation, the dealer deals with four cards rather than three. The player must choose the best three cards from his hand and discard the fourth. Because all players have seen their cards, they must play chaal (see the cards).

Other Teen Patti rules remain unchanged.

Plus Sign

Each player is dealt three cards in this variation, and a plus sign is formed on the table with five cards. The five cards are jokers, which means they can be of any value.

However, players must select jokers from the horizontal or vertical cards arranged in the sign. Before dealing cards, the dealer will decide whether players can select jokers from the horizontal or vertical set of the plus sign.

After the cards are dealt with, the round will proceed as usual. You can use the joker cards to your advantage during a show. Assume you have A-A-3 (a pair), joker cards are chosen from the vertical set of the plus sign, and there is a 3 on the vertical set. Your 3 becomes a joker card with any value. As a result, you can call your 3 an A. You will have the best hand possible, an A-A-A (trio).

Rotating Jokers

As in the standard game, each player is dealt three cards, and everyone is dealt one open card and two closed cards. The open card is that player’s joker card (this card can have any value).

When a player folds, the open card of that player becomes a joker for all other players. When this occurs, you can no longer use your joker card. When the following player folds, his open card becomes the next joker.

Example: Assume you have a spade A (closed card), a spade K (closed card), and a heart 3 (closed card) (open card). The first player to fold has a spade Q as his open card, and you now have a complete sequence (A-K-Q in spades).


Each player is dealt three cards. The dealer also places two piles of three cards on the table. Each pile consists of one open and two closed cards. The open cards from the two rounds act as jokers for all players.

The two piles on the table are then auctioned off. Before the round begins, all players take turns bidding on the piles. Any player with a better hand may opt not to bid. The highest bidder will swap out his old cards for the new pile. The old cards of the players are then discarded. The money that you bid on is added to the main pot.

Once both piles of cards have been sold, the round resumes as usual. The only distinction is that the two open cards act like joker cards for all players. For instance, suppose the two open cards were 2 and 3, and any player with a 2 or 3 can swap these cards for any other.

A player who has purchased a new deck of cards may also choose to play blind or chaal. He cannot look at his two closed cards during the round if he chooses to play blind.

Pack Jack

In Pack Jack, each player is dealt three cards, and three joker cards (wild cards) are placed on the table. When a player packs (folds) his cards in the game, his cards become the new three jokers. The new joker cards are placed on the table and replaced with the old ones.

When another player packs, his cards take the place of the previous joker cards.

Buying Jokers Seen and Unseen

After each player is dealt three cards, there are two rounds of buying jokers. Each player must pay a predetermined amount to purchase a joker in the first round. After that, the money is placed in the pot. The player can choose any of these cards as a joker card by placing it open in front of him. There is no limit to the number of players who can purchase a joker card.

In the second round, a player can purchase a joker from another player by paying a predetermined amount. The player must also put the same amount into the pot, which means he must pay twice as much. The first-round jokers are kept but shared with a player who pays for them in the second round.

The game is repeated after the second round.

King Little

All of the Kings are jokers in this variant. In addition, the smallest of the three cards dealt with each player becomes the joker. Assume you’ve been dealt a K-Q-4 in different suits. Your K and 4 are joker cards with no face value. You can then form a trio by switching your K and 4 to Q’s (Q-Q-Q).

Lallan Kallan

The dealer deals you three cards, and your joker will be the card with the odd colour among your three. The black card will be the joker if you have one black card and two red cards. If all three cards are the same colour, you are out of the game and must fold.


Stud Teen Patti players receive one face-up (open) card and two face-down (closed) cards. The face-down cards are called hole cards, while the face-up cards are called street cards. Aside from that, the rules remain the same.


Every player receives five cards from the dealer. To create a joker, you must combine two cards, and you may select any two cards.

You can make three types of jokers: Kiss, Miss, and Bliss. Bliss is a pair with the same numbers, and a Kiss is a pair with two consecutive numbers, whereas a Miss is a pair with one missing from the sequence.

For example, an 8-8 or 3-3 is considered a Bliss, an A-2 or 9-10 is considered a Kiss, and an A-3 or 6-8 is considered a Miss.

In each round, you can only form one joker card, and you must discard one of the remaining cards for the game to continue. You will only have three cards this way. 2 regular cards and 2 cards that combine to form a joker card. You must discard two cards if you cannot form a joker card.

Kissing Missing

Kissing Missing is synonymous with Kiss-Miss-Bliss. Each player is dealt four cards and must choose two of them to form a joker. Each player will then be dealt two regular cards and one joker card (which can have any value and suit).

You can make two types of jokers: kissing and missing. A pair is required to make a Kissing (any numbers), and you must obtain two alternate numbers to create a Missing (e.g. 6 and 8). If you cannot generate a joker, you must discard one card, leaving you with three normal cards. The game proceeds as usual, except everyone is now playing Chaal.

One-Eyed Jack

The Jack of Hearts and Jack of Spades are called one-eyed jacks in this variant and become jokers. The Jacks of Diamonds and Clubs are not one-eyed and are regular playing cards.

Folding Joker

The dealer deals each player four cards, one of which is kept separate and unseen. When making a hand, you cannot use separate cards. One of the three cards is shown to all players and becomes the joker card for everyone.

When a player folds, his unseen card is turned into an extra joker card, and all previous ones are still in play.

Player A, for example, could have 8-Clubs, 8-Diamonds, 4-Hearts, and one unseen card (2-Hearts). All players are shown 4-Hearts. Player B has seven hearts, six spades, nine diamonds, and one unseen (3-Spades). All players see the 9-Diamonds. The 9-diamonds and 4-Hearts are joker cards for all players in that round. Any player who has a 9 or 4 can choose any value and suit for that card.

If player A folds his unseen card (2-Hearts), all players get an extra joker card. As a result, there are now three joker cards: nine diamonds, four hearts, and two hearts. All other rules remain unchanged.


To begin the game, each player must place a predetermined Ante bet, and the wager is deposited into the main pot.

Each player is then dealt three cards, with three joker cards remaining on the table.

Everyone takes turns deciding whether they are ‘in’ or ‘out.’ ‘In’ indicates that the player wishes to continue playing. The word “out” indicates that the player wishes to fold. If a player wants to be “In,” he must place an additional bet, and he can bet 1-2x the Ante bet if he plays blind and 2-4x the Ante bet if he plays Chaal.

When a player is eliminated, his cards are replaced by new jokers. The new joker cards are kept open in the middle of the table.

If multiple players are ‘in,’ their cards are compared, and the player with the best hand wins. He then takes all of the money in the pot. The losers must contribute the same amount to the pot. For example, if the winner receives Rs. 1000 for the pot, all losers must contribute Rs. 1000 to the pot. A new round is then started.

The game continues until no money is left on the table. This is only possible when only one player is ‘In.’ When there is only one player who is ‘In,’ he competes against the bank in the following manner:

The dealer shuffles the remaining deck and draws three cards at random. The dealer’s cards are compared to the cards of the ‘In’ player. If the ‘In’ player has a better hand, he collects the entire pot. If he loses, the money remains on the table, and another round is played.

In this variant, every player has the opportunity to be a dealer, and the dealer rotates as usual.


This variant is a descendant of the in-out variant (which you can read about above). All players are dealt three cards, and three jokers are placed face-up on the table. After the cards are dealt, the players must state whether they are ‘in’ or ‘out.’ Players will demonstrate this by putting their thumb up for ‘in’ and their thumb down for ‘out.’

After each player selects ‘in’ or ‘out,’ a ‘temperature’ card is drawn and placed face-up on the table. If the temperature card is between A and 6, the hand with the lowest score wins. However, if the temperature card is between 7 and K, the highest hand wins. The rest of the rules are the same as in the in-out game.

Closest to 555

All players are dealt three cards in this variation. Every player can swap one of their cards for one from the pack. A player may exchange cards during the first two rounds, but only one card per round.

Each card has a specific value, and the player closest to 5-5-5 wins the game. The best hand can be either less or more than 555. The following values are assigned to the cards:

  • 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

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


Another variant in which each player is dealt six cards. All players must divide their cards into three hands. The first hand will have three cards, the second hand will have two cards, and the third hand will have one. You can arrange your cards however you want.

Following the setup, the game begins with betting on the first hand (with three cards). Once a winner has been determined, the next round begins with the second hand (two cards). You use your third hand during the final round (one card).

To win the game, you must win two or more of the rounds. When you win at least two rounds, you collect all the money accumulated throughout the game. If no player wins two or more rounds, the money remains in the pot, and the game is replayed.

To win with the first hand (three cards), you must have a better hand than all other players, according to the standard hand ranking. To win the second hand (two cards), you must have a better hand than the other players. Because you only have two cards, the only hands that count are pairs and high cards. You win the final hand (one card) if you have a higher card than all other players.

2 Cards Open

Each player is dealt two face-up cards and one face-down card. After dealing, the normal game resumes, and players will base their bets and moves on what the third card may be. No one has the option of playing blind or Chaal in this variant. Everyone must use two face-up cards and one face-down card.

Wild Draw

The dealer deals three cards to each player in Wild Draw. He then randomly draws a card from the deck and places it face-up on the table. For all players, the random card is treated as a joker card.

For instance, if the joker card is a 3, anyone with a 3 can choose any number and suit for that card.


Each player in Cobra, also known as Maatha, is dealt only one card, and each player contributes a predetermined amount to the pot. They all pick up their cards and place them on their foreheads without looking at them. The players would not be able to see their cards, but they would be able to see the other players’ cards.

The player with the highest card wins. Players can’t fold in this variation.


In Draw, each player contributes a predetermined amount to the pot. After that, the dealer distributes three cards to each player. As a player, you can discard a card and request a new one. You can request a new card if you are playing blind or Chaal.

You must deposit a predetermined amount into the pot to replace a card. Each round, you can only replace three cards.

High-Low Split

The pot is split in this variant of Teen Patti between the player with the best hand and the player with the worst hand.

There are two variations of High-Low Split: “declaration” and “cards speak.” In “declaration,” you must declare (either verbally or with chips) whether you want to compete for the high or low hand. When a show occurs, the pot is divided in half. All high hands compare their cards, and the player with the best hand wins half the pot. Furthermore, all low hands compare their hands, and the lowest hand wins half the pot.

You do not declare in “cards speak.” During the show, all players compare their cards, and the pot is split between the highest and lowest hand.

The players must first go through three betting rounds, with no one being allowed to fold. After these rounds, players have the option to fold.

Before a show, all players must agree on several rounds. There are usually 6 to 10 rounds of betting, and there is a mandatory showdown after the agreed-upon number of rounds. In contrast to traditional Teen Patti, where only two players can participate in a show, this variation allows for multiple players.

Side-shows are not permitted in High-Low Split.


There are two versions of this variant: the 3-card community and the 5-card community. Players in the 3-card community are dealt two face-down cards and one face-up card, and the community card is the face-up card.

Players are dealt two face-down and three face-up community cards in the 5-card version. To make a complete hand, the players must combine one of the face-down cards with two face-up cards. In addition, the dealer will place three face-up community cards on the table. When making a hand, you may replace any cards with the community cards on the table.

This variant is based on Texas hold’em poker, and no player may play blind or chaal.

Odd Sequence

All the rules in Odd Sequence are the same as in regular Teen Patti, and the only difference is how a sequence is formed. In traditional Teen Patti, you form a sequence using consecutive cards, such as J-Q-K. In Odd Sequence, however, alternate cards, such as 9-J-K, are required to form a sequence.


The Ace, King, 4, and 7 are joker cards in this variant. Any player who has one of these cards can use it to replace a missing number or suit. The remaining rules are as straightforward as Teen Patti.

1942 Love Story

In 1942, all cards with the numbers 1, 9, 4, 2 were joker cards and could have any number or suit. As an example, suppose you have K-9-Q. You can form a sequence by changing your 9 to a J. While playing the game, you must only speak Hindi, and you’re out if you speak English during the game.


In Banko, each player plays independently, and the game is played turn by turn for each player. You must first put a predetermined amount into the pot when it’s your turn to play. The dealer then deals two face-up cards to you, and you must wager whether the next card will fall within those ranges or not.

You put your money in the pot, and if you’re correct, you stay in the game. You’re out if you’re wrong. The game continues until only one player remains, and the last player standing wins the entire pot.

Example: The dealer deals with two open cards, 3 and 10. You stay in the game if you bet the next card will fall between the two numbers and the next card is a 5.

High Wild

All cards with the same value as a player’s lowest-value card are joker cards for that player. For instance, if you have 3-3-8, your 3s are jokers and can be of any value or suit. You can then switch your threes for two eights to form a trio.

Pairs Are Jokers

Each player receives seven cards in this game. All pairs in a player’s hand must be used as jokers. Each player must have at least one pair 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.

For example, if you are dealt 7-7-K-K-2-3-7, your 7s become one joker card, and your Ks become one.

Joker Hunt

The dealer distributes three cards to each player before revealing some cards on the table. That is, the dealer will turn these cards face up. The dealer must open twice as many cards as the number of players plus three. If there are four players, the dealer will deal 4 x 2 + 3 = 11 cards.

Players choose one open card in the following two rounds and discard one from their hands. A player may choose not to pick a card but must close one of the open cards. As a result, after two rounds, the closed, open card will be removed. The game continues as usual, with three open cards remaining as jokers.

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.

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