CLEAR RULES. A CONFIDENT FIRST HAND.

Deal Along.

Read the step. Watch it happen. Bring the game to your own table.

Before you deal · 2–6 players

20-card pack, three cards each. Six seats use 18 cards; seven would need 21. No burns.

Set aside every card from two through nine. Count the remaining 20 cards before shuffling. Check all four suits are present for 10, J, Q, K and A. This version supports two to six players.

Agree the opening contribution, limits and tie rules before the first hand. Use practice counters while learning.

This guide’s sequence convention: A-2-3 highest, then A-K-Q. Some tables reverse these two. For wilds, rank aces high when identifying a highest or lowest printed card. Natural and wild-assisted equal hands have no automatic priority.

Faceoff / STEP 1 OF 5

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STEP 1 / AT YOUR TABLE

Apply this variation.

  1. Keep only tens, jacks, queens, kings and aces.
  2. Compare ordinary three-card Teen Patti hands.
Explain more

Ask each player to identify the changed rule before the first decision. Follow the explicit conventions on this page.

Learn Teen Patti
Full rulesPractice

Octro: legacy published variations ↗ · Practice demonstrations use example cards. Follow the stated rules for your real hand.

THE HAND IS COMPLETE

Another deal?

Your place is here. Keep this variation going, or choose a new one from the Teen Patti room.

Find something else ↗

THE ROOM IS YOURS

Set the mood.

Same cardroom. Your atmosphere.

THE HOUSE SOUNDTRACK

Eight original lounge tracks.
Waltz, bossa, swing and late-night jazz.

Velvet HoursTRACK 1 OF 8

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