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Teen Patti is a betting game where players try to get the best three card hand. Teen Patti can be played with 2 to 12 poker players. At CardzMania, all poker games are for fun without a pot limit, and there is no real money involved.
Ranking of Cards
Aces are high and 2s are low. Ties can be broken by the kicker, the players' next highest card.
Ranking of Hands
High Card – If there are no pairs or kinds in play, the player with the highest card wins
One Pair – Two cards with matching pip numbers
Flush – Three cards that are in the same suit
Straight – Three sequential cards that are not of the same suit
Three of a Kind – Three cards with matching pip numbers
Straight Flush – Three sequential cards that are of the same suit
Teen Patti is played with a standard deck of 52 playing cards. Player left of the dealer is called the left blind, also known as the small blind; they make the initial bet in the game. The player left of the left blind is called the right blind, also known as the big blind; they double the bet of the left blind. The positions of the dealer and the two blinds rotate clockwise after each game. The dealer is identified by the small black dealer button with D next to one of the poker players.
After the blinds make their bets, the dealer passes out three cards to each player. The cards are dealt face down clockwise starting with the player next to the dealer.
After players receive their three cards, a round of betting occurs, beginning with the player left of the right blind. In rounds of betting, players can either call (match the previous bet), raise (make a higher bet than the previous one), fold (resign from the deal / round), or check (pass on betting).
After the round of betting, any remaining players must reveal their cards. The player with the best possible three card hand rank wins the pot. If only one player is left, they automatically win the pot and don't have to reveal their cards.
Player with the best possible three card hand rank (or the last player left if everyone folds) wins the pot every round.
All players start with the same points balance and compete over deals / rounds to amass as many coins as they can or eliminate other players (when they run out of points). The player with the highest number of points or the last player standing wins the game.
We support several customizable rules and options so you can play Teen Patti exactly how you like or how you grew up playing with your friends and family. In addition to the classic way of playing, we often have new creative options for you to try to spice up the game if you are interested in trying different spins for fun.
Players start the game with a set amount of points. If they run out of points, they are out of the game.
Players determine a set amount of rounds (also known as hands or deals) that the game will go to (instead of the points selection above).
Players only have a set amount of time to make their turn after which a turn is automatically played for them and the game proceeds: Fast is 7 seconds, Standard is 15 seconds, Slow is 30 seconds, and Very Slow is 60 seconds. Players can also choose to disable the timer, but that is only for private tables.
Players can choose to add either blinds or an ante to the game.
Players add a predetermined amount to the pot before the game starts.
Players have a limit to the max they can bet.
Players can raise multiple times.
Players can choose to sit out for a round.
Players can buy back points if they are almost out.
Players can choose whether to play with jokers in the deck. Jokers act as wildcards and are automatically chosen to reflect the best possible hand.
Ante: A bet made to start the pot before the actual game begins. Everybody pitches the same amount for for the ante.
Blinds: Small blind and big blind bets are used to start the pot. The player sitting next to the dealer is the small blind and the one next to them is the big blind. Blinds increase after a few rounds.
Bluffing: Making a bet despite not having a good enough hand to bet on. This is done in the hope that someone with a good hand will fold instead of continue with the game.
Call: To make an equal bet to the previous bet.
Check: To pass on making a bet. This can only be done if no bets have been made thus far.
Fold: To resign from the game, giving up the bets you have made in the pot.
Kicker: The highest card used to break ties when multiple players have the same rank of hands.
Raise: To make a bet more than the amount of the previous bet.
Pot: The total amount of bets made.
A deck of cards consists of 52 cards, with 4 distinctive subgroups. Each of these subgroups is recognised by a symbol and are referred to as suits. They consist of Clubs, Spades, Hearts and Diamonds. Each suit contains 13 cards which, generally, are considered in this order, Ace (A), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jacks (J), Queen (Q) and King (K). Some games include the two Jokers found in a standard deck but most games don't.
As the name implies, Solitaire games are typically games that one can play alone. Solitaire begins by building a grid of cards called a Tableau. The Tableau, or Cascade, is a set of 7 piles of overlapping cards. The first pile has 1 card, the second pile has 2 cards, and so on. Only the bottom card in each pile is facing upward. The remaining deck forms the discard and draw piles. The goal of solitaire games is to move cards from the tableau, discard, and draw piles into four suited piles (called the foundations) in ascending order (Ace to King).
Trick Taking Games
Trick Taking games center around having the highest ranked card in a draw. Typically, players of trick taking games sit in a circle, sometimes in teams and sometimes playing solo, and are dealt a hand of cards. Given the specific game's card ranking (and trump), players draw a card from their hand in hopes that it outranks the other cards played. The player who outranks the others wins the trick for that round and gameplay is repeated until the cards are exhausted. Typically the player or team with the most tricks wins the game.
Rummy games are typically played in teams of two where players try to play their cards, or meld them, in groups of a kind or in sequences of a suit. Rummy games often contain the joker and wildcards (Ace and 2) to help make melding easier. Depending on the type of meld made, teams receive a certain number of points. After a player lays off all of their cards, the game ends and the team with the most points wins.
Betting games typically center around having the highest ranked hand in a group of players. Before the hands are dealt, betting games normally require an ante, or an initial bet that starts the pot, or the winner's prize. After receiving their cards, players make bets over who has the highest ranked hand. Players do not need to bet according to their real hand; they can bluff, or lie, in hopes that other players fold from the game rather than challenge their hand. Either the last player betting or the player with the highest hand between the last players betting, wins the pot of bets.
Climbing games typically center around players getting rid of their cards as fast as they can. Each climbing game has its own rules for discarding cards and its own implications for getting rid of your cards first. Some games run on a points system where the player who gets rid of their cards first gets the most points. Other games run on a ranking system where the player who gets rid of their cards first is in a better position for the next round.
Classic games vary to a great degree in terms of rules and objectives. A thread that binds them all is their simplicity and age. Classic games are typically easy enough for young children to play them and have typically been around for many years.
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