SIX CARDS. THREE LITTLE BATTLES.

3–2–1 · Set Challenge.

Build three hands without spending the same card twice.

2–8 players in this guide4 min to learn

THE DEFINING TWIST

Split six cards into sets of three, two and one. Compare each set; each set win scores 60 points, split among tied winners. Play five rounds.

Set building

Know the twist.
Enjoy the table.

Illustrative hand · explore the result in Read the Table

YOUR GUIDE TO THIS VERSION

Know your table.

Six private cards per player; eight seats need 48 cards. Gather and shuffle the full 52-card deck before each of the five rounds.

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.

The rules that matter.

  • This follows Octro’s points-based tournament structure, not a winner-of-two-pots house version.
  • Three-card sets use the stated Teen Patti ranking. House detail for shorter sets: a two-card pair beats non-pair; otherwise compare high then low. Single-card sets compare rank, ace high.
  • All sets lock before reveal. Five fresh-deck rounds; scores accumulate. No blind/seen betting in this set challenge.
  • The guide supports two through eight seats from one deck; this is a physical-table adaptation, not a claim about app seats.

From first card to final reveal.

  1. Prepare a score sheet. Seat two to eight players with one standard deck. Write five round columns and a score row for each player.

    This is a set-building points challenge, not normal Teen Patti betting. Everyone can inspect their cards.

  2. Agree shorter-set ranks. Read the three-card ranking and the explicit two-card and one-card rules on this page. Each of three sets has 60 points available.

    Tied best sets split their 60 points. Players cannot use one physical card in more than one set.

  3. Begin round one. Shuffle and cut the full deck. Everyone starts the five-round match on zero points.

    There is no boot, blind contribution or chaal in this points-based guide.

  4. Deal six. Deal one at a time clockwise until every player has six private cards. Everyone may inspect.

    At eight seats, 48 cards are dealt and four remain unused.

  5. Build and lock 3–2–1. Arrange every card into a three-card set, a two-card set and a single card. Lock all choices before anyone reveals.

    Your strongest three-card set may weaken the pair or single. The challenge is allocating six cards across three contests.

  6. Reveal three contests. Reveal the locked three-card sets and compare. Then compare two-card sets; finally compare the single-card sets.

    Do not move a card after seeing an opponent’s set. Use the stated shorter-set rules.

  7. Score the round. For each set, award 60 points to its winner or divide 60 equally among tied best sets. Record each player’s total.

    Three uncontested wins score 180 in a round. Five rounds allow at most 900 per player.

  8. Shuffle and finish five rounds. Gather all cards, rotate the dealer and repeat with a fresh shuffle until five rounds are scored. Highest cumulative score wins.

    If the final score ties, this guide records joint winners. Any additional tiebreak round must be agreed before the match.

Where these rules come from.

Octro-documented format. This teaching guide states its own boundary conventions where the short source leaves them open. Explanatory presentation and examples by Deal Different.

Octro: legacy published variations ↗

Curated by Maanas Chopra · reviewed October 2026 · session times are estimates

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

Your preference stays in this browser.