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    Home » Trending » 33+ New Teen Patti Variations to Make the Game More Exciting
    Trending

    33+ New Teen Patti Variations to Make the Game More Exciting

    By Virat VermaOctober 19, 2025
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    New Teen Patti Variations

    Teen Patti, widely known as the “Indian Poker,” has always been one of India’s most loved betting and entertainment games. Over time, the simplicity of this three-card challenge has sparked countless creative modifications among developers and users alike. Recognizing this passion, Flickonclick showcases an array of new Teen Patti variations designed to inject more excitement, unpredictability, and strategy into the traditional playstyle.

    New 39 variants of Teen Patti are listed below.

    Table of Contents

    1. Muflish (Lowball)
    2. AK47
    3. Zhandu
    4. Joker
    5. Aflatoon
    6. 4 Card
    7. 2x Boot
    8. 4x Boot
    9. 999
    10. Sudden Death
    11. Discard One
    12. Plus Sign
    13. Rotating Jokers
    14. Auction
    15. Pack Jack
    16. Buying Jokers (Seen/Unseen)
    17. King Little
    18. Lallan Kallan
    19. Stud
    20. Kiss-Miss-Bliss
    21. Kissing Missing
    22. One-Eyed Jack
    23. Folding Joker
    24. In-Out
    25. Temperature
    26. Closest to 555
    27. 3-2-1
    28. 2 Cards Open
    29. Wild Draw
    30. Cobra (Maatha)
    31. Draw
    32. High-Low Split
    33. Community
    34. Odd Sequence
    35. 1942 Love Story
    36. Banko
    37. High Wild
    38. Pairs Are Jokers
    39. Joker Hunt

    Muflish (Lowball)

    This variation reverses the standard hand rankings in Teen Patti. The weakest traditional hand becomes the strongest, and vice versa:

    • High card (lowest value) = Best hand
    • Trio (three of a kind) = Worst hand

    When players have identical hand types, the one with lower-ranked cards wins.

    Example: Player A holds A-A-A (trio) vs Player B holds 3-5-8 (high card with 8). In standard Teen Patti, Player A wins. In Muflish, Player B wins.

    AK47

    Ace, King, 4, and 7 function as wild cards in this version. Players holding these cards can substitute them for any needed rank or suit. All other Teen Patti rules apply normally.

    Zhandu

    This variant features 3 face-down community joker cards revealed progressively:

    Key Rules:

    • Round 1: All players must bet blind (cannot view their cards)
    • Jokers reveal sequentially: 1st joker after round 1, 2nd after round 2, 3rd after round 3
    • Show/Sideshow buttons unlock only after round 4 completes
    • Special rule for card viewing: If 4 out of 5 players have seen their cards, the 5th player automatically reveals after one blind round
    • Show/Sideshow available only when all players have viewed cards
    • Sideshow requests must be accepted (no decline option)

    Game Example:
    Dealer reveals jokers: K, 10, 3

    PlayerOriginal HandHand with JokersResult
    Player AK-9-29-9-2Winner
    Player B10-3-66-6-6Loser

    This pattern applies to all participating players.

    Joker

    Each player receives three cards, then the dealer reveals one community card. Any matching card in a player’s hand (regardless of suit) transforms to create the strongest possible combination.

    Example: Dealer reveals K♥

    PlayerOriginal HandModified HandOutcome
    Player A7-K-97-8-9Winner
    Player B4-5-64-5-6Loser

    Aflatoon

    Similar to Joker, but expands wild card range. The dealer’s revealed card plus the rank immediately above and below (any suit) all become wild cards, converting to optimal values.

    Example: Dealer reveals 5♥ (making 4, 5, 6 all wild cards)

    PlayerOriginal HandModified HandOutcome
    Player A7-8-97-8-9Loser
    Player B3-5-88-8-8Winner

    4 Card

    Standard Teen Patti rules apply, except players receive FOUR cards instead of three. Winning conditions remain unchanged.

    2x Boot

    Identical to regular Teen Patti, but the ante (boot) doubles each new round. If the initial boot is ₹10, subsequent rounds collect ₹20.

    4x Boot

    Same as standard Teen Patti, but the boot quadruples per round. Starting boot of ₹10 becomes ₹40 in the next round.

    999

    Players aim to create a three-digit number as close to 999 as possible. Suits are irrelevant.

    Card Values:

    • K, Q, J, 10 = 0
    • 9 = 9
    • 8 = 8
    • 7 = 7
    • 6 = 6
    • 5 = 5
    • 4 = 4
    • 3 = 3
    • 2 = 2
    • A = 1

    Example: 7-6-A forms 761; 9-K-4 creates 904 (or rearranged as 940)

    Players may reorder cards to maximize their number value.

    Sudden Death

    The full 52-card deck is distributed equally among players. Each player holds their stack and drops cards one-by-one until any opponent calls “stop.” All players simultaneously drop cards following the same stop command.

    The highest-value card remaining in each player’s hand determines the winner through comparison.

    Discard One

    Players receive four cards and must select their best three, discarding the fourth. Since all cards are visible, all players must play “chaal” (seen mode).

    Plus Sign

    Five cards are arranged in a plus (+) formation on the table as communal jokers. The dealer pre-determines whether horizontal or vertical cards serve as wild cards.

    Each player receives three cards. During showdown, players apply the designated joker set to strengthen their hands.

    Example: You hold A-A-3 (pair). If vertical jokers include a 3, your 3 becomes wild and transforms into an A, creating A-A-A (trio).

    Also Read-: How to Play Rummy: Complete Indian Rummy Rules Guide for Beginners (13 card game)

    Rotating Jokers

    Each player receives three cards: one face-up (personal joker) and two face-down. When a player folds, their face-up card becomes the universal joker, replacing all previous personal jokers.

    Example: Your cards are A♠ (closed), K♠ (closed), 3♥ (open). First fold reveals Q♠—you now hold A-K-Q pure sequence in spades.

    Auction

    Players receive three cards each. Two three-card sets (one face-up, two face-down per set) are placed on the table for bidding.

    Players auction for these sets, with winning bidders replacing their original hands and adding bid amounts to the pot. The two face-up cards from purchased sets become universal jokers (2 and 3 as jokers means any 2 or 3 can substitute for any card).

    Buyers may play blind or seen after acquiring new cards.

    Pack Jack

    Three cards per player, with three communal jokers displayed. When any player folds, their three cards immediately replace the existing jokers on the table. This continues with each subsequent fold.

    Buying Jokers (Seen/Unseen)

    Round 1: All players pay a set fee to buy one joker, placing it face-up. Payment goes to the pot.

    Round 2: Players may purchase another player’s joker by paying both that player AND the pot (double payment). Original jokers remain active and are shared with purchasers.

    After Round 2, normal gameplay resumes.

    Additional Teen Patti Variants (Continued)

    King Little

    Kings serve as universal wild cards. Additionally, each player’s lowest-ranked card also becomes a joker.

    Example: You receive K-Q-4 (mixed suits). Both the K and 4 are wild cards. You can convert them both to Queens, forming Q-Q-Q (trio).

    Lallan Kallan

    Players receive three cards. The card with the minority color becomes your personal joker.

    Rule: If you hold one black card and two red cards, the black card is your joker. If all three cards share the same color, you’re eliminated and must fold immediately.

    Stud

    Each player receives one face-up card (street card) and two face-down cards (hole cards). All other Teen Patti rules remain standard.

    Kiss-Miss-Bliss

    Five cards are dealt to each player. Players combine two cards to form one joker type:

    • Bliss: Identical pair (8-8, 3-3)
    • Kiss: Consecutive numbers (A-2, 9-10)
    • Miss: Numbers with one gap (A-3, 6-8)

    Only one joker can be formed per round. After creating a joker, discard one remaining card, leaving you with three cards total (two regular cards plus the two-card joker combination).

    If no joker can be formed, discard two cards.

    Kissing Missing

    Similar to Kiss-Miss-Bliss but with four initial cards. Players pair two cards to create a joker:

    • Kissing: Any matching pair
    • Missing: Two alternating numbers (e.g., 6-8)

    After forming a joker, players have two normal cards and one wild card combination.

    If no joker is possible, discard one card to hold three normal cards.

    All players then proceed in “Chaal” (seen) mode.

    Additional Teen Patti Variants (Continued)

    One-Eyed Jack

    Only the Jack of Hearts (J♥) and Jack of Spades (J♠) function as wild cards—these are the “one-eyed jacks.” The Jack of Diamonds (J♦) and Jack of Clubs (J♣) remain regular cards with no special value.

    Folding Joker

    Each player receives four cards: three standard cards and one hidden card kept separate. One card from each player’s three-card hand is revealed to all players, establishing initial jokers.

    The hidden fourth card cannot be used in hand formation. When a player folds, their hidden card becomes an additional communal joker—all previous jokers remain active.

    Example:

    • Player A: 8♣, 8♦, 4♥ (visible joker), 2♥ (hidden)
    • Player B: 7♥, 6♠, 9♦ (visible joker), 3♠ (hidden)

    Current jokers: 4♥ and 9♦

    If Player A folds, 2♥ joins as a third joker. Now all players can use 4, 9, or 2 as wild cards.

    In-Out

    Setup: All players place an agreed ante into the pot. Three cards are dealt per player, with three face-up communal jokers on the table.

    Gameplay: Players declare “In” (continue playing) or “Out” (fold):

    • In: Requires additional bet (blind: 1-2× ante; seen: 2-4× ante)
    • Out: Player’s cards replace current jokers on the table

    Winning:

    • Multiple “In” players: Best hand wins pot; losers match that amount back into pot
    • Single “In” player: Competes against dealer’s randomly drawn three cards; winner collects all table chips

    Game continues until the table is empty. Dealer role rotates among players.

    Temperature

    Based on In-Out rules with an added twist. After players declare “In” or “Out” with thumbs up/down, a “temperature card” is revealed:

    • A through 6: Lowest hand wins
    • 7 through K: Highest hand wins

    All other In-Out rules apply.

    Closest to 555

    Players receive three cards and may exchange one card with the deck during each of the first two rounds (maximum two exchanges total).

    Card Values:

    • A, K, Q, J = 0
    • All numbered cards = face value

    Goal: Get closest to 555 (either above or below)

    Example: 4-3-A = 430

    3-2-1

    Six cards are dealt to each player, who must arrange them into three separate hands:

    • Hand 1: Three cards
    • Hand 2: Two cards
    • Hand 3: One card

    Gameplay: Three sequential rounds of betting:

    1. Compare three-card hands (standard rankings)
    2. Compare two-card hands (pairs or high cards only)
    3. Compare single cards (highest wins)

    Winning: Must win at least two of three rounds to collect accumulated chips from all rounds. If no player wins two rounds, chips remain in pot and game repeats.

    Additional Teen Patti Variants (Final Set)

    2 Cards Open

    Each player receives three cards: two face-up and one face-down. Players make betting decisions based on their visible cards and speculation about their hidden card.

    This variant eliminates blind and seen (Chaal) options—all players compete with the same two-up, one-down card format.

    Wild Draw

    The dealer distributes three cards per player, then draws one random card from the deck and places it face-up as the universal joker.

    Example: If the revealed joker is a 3, any player holding a 3 can assign it any rank and suit.

    Cobra (Maatha)

    Each player receives only one card and contributes a predetermined amount to the pot. Without looking at their own card, players place it on their forehead—visible to everyone except themselves.

    The highest card wins. No folding is permitted in this variant.

    Draw

    After all players contribute the agreed ante, the dealer distributes three cards to each player.

    Players may discard and replace cards (whether playing blind or seen) by paying a set fee into the pot. Maximum of three card replacements allowed per round.

    Additional Teen Patti Variants (Final Set Continued)

    High-Low Split

    The pot divides equally between the highest and lowest hands. Two sub-variations exist:

    Declaration Method: Players announce (verbally or with chips) whether competing for high or low hand before showdown. Pot splits in half—high hands compete for one half, low hands for the other.

    Cards Speak Method: No declaration needed. At showdown, the highest and lowest hands automatically split the pot.

    Rules:

    • First three rounds: no folding permitted
    • Players agree on total rounds before showdown (typically 6-10)
    • Mandatory showdown after agreed rounds with multiple players allowed
    • Side-shows prohibited

    Community

    Available in two formats:

    3-Card Community: Players receive two face-down cards and one face-up community card. Three additional face-up community cards are placed centrally. Players may substitute their cards with table cards when forming hands.

    5-Card Community: Players receive two face-down and three face-up community cards. Players select one face-down card plus two face-up cards to complete their hand, with option to use central community cards.

    Inspired by Texas Hold’em. Blind and seen (Chaal) options unavailable.

    Odd Sequence

    Identical to standard Teen Patti except sequence formation requires alternating cards instead of consecutive cards.

    Example: 9-J-K forms a valid sequence (not J-Q-K).

    1942 Love Story

    Cards numbered 1, 9, 4, and 2 serve as wild cards with flexible rank and suit.

    Example: K-9-Q can become K-J-Q (sequence) by converting 9 to J.

    Special Rule: Players must speak only Hindi during gameplay. Speaking English results in disqualification.

    Banko

    Individual turn-based gameplay. On your turn:

    1. Place agreed ante into pot
    2. Dealer reveals two face-up cards
    3. Bet whether the next card falls between those two values
    4. Correct prediction: remain in game
    5. Incorrect prediction: eliminated

    Example: Cards show 3 and 10. If you bet “between” and the next card is 5, you continue playing.

    Last remaining player wins entire pot.

    High Wild

    Your lowest-value card(s) become personal jokers.

    Example: With 3-3-8, both 3s are wild. Convert them to 8s for an 8-8-8 trio.

    Pairs Are Jokers

    Seven cards dealt per player. All pairs become jokers (minimum one pair required to play—otherwise fold).

    At showdown, select your best three cards to form a hand.

    Example: 7-7-K-K-2-3-7 gives you two joker sets (the 7s and the Ks).

    Joker Hunt

    Three cards dealt per player. Dealer reveals cards on table using formula: (number of players × 2) + 3

    Example: 4 players = (4 × 2) + 3 = 11 face-up cards

    Over two rounds, players either:

    • Select one open card and discard one from hand, OR
    • Close (remove) one open card without taking any

    After two rounds, three open cards remain as communal jokers. Game proceeds normally.

    Teen Patti
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    Virat Verma

      As Senior Head Writer at Flickonclick, he specializes in news coverage across entertainment, sports, and trending topics. With years of experience in digital journalism, he focuses on delivering timely and accurate stories that are easy to understand. His approach to writing is straightforward—breaking down complex news into clear, engaging content that keeps readers informed. Whether it's breaking entertainment updates, sports highlights, or trending headlines, he ensures every article is well-researched and reader-friendly.

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