🪔 Play Teen Patti online with friends
3–6 players · free private tables · no download, no sign-up · play money only
Teen Patti (Indian Flush) is the great living-room game of the subcontinent: three cards each, blind or seen betting, side shows, and a pot that grows fast. Shuflr ships the standard game plus 35 house variations — jokers galore, auctions, in–out rounds, banko and more — so your table never runs out of new rules to argue about.
How it works on Shuflr
- Open Shuflr, pick the game, and create a private table — no account, no download.
- Share the six-letter code (or the invite link) with your friends; they join from any browser, phone or laptop.
- Short a player? Add computer bots to fill the table.
- Chips and counters are play money. Nothing is bought, sold or won — it’s just the score.
Rules
Three to six players post the boot and receive three cards. A blind player has not looked at their cards; a seen player has, and pays double the blind stake. On your turn: play the required amount, raise, pack, or request a side show. With two players left, either may pay for a show.
Hand ranking — highest to lowest
- Trail / trio
- Pure sequence
- Sequence
- Color / flush
- Pair
- High card
A–K–Q is the highest sequence; A–2–3 is next. Exact ties split the center.
The 35 variations
Simple Royal
Three cards each. Play standard blind/seen Teen Patti; the strongest hand wins.
Lowest Wins
Standard deal and betting, but the weakest ranked three-card hand wins.
Discard One
Deal four. Each player secretly discards one, then plays the remaining three normally.
Imagine One
Deal two. Each player may imagine the best possible third card when their game is evaluated.
Add Up, Get Joker
Deal five and open a target card. Any card, or group of cards, whose blackjack-style values total the target becomes wild for that player; use the best three.
Personal Lowest-Card Joker
Deal four. Every copy of the lowest rank in a player’s own hand is wild for that player; use the best three.
Jokers in the Middle
Open two table cards. Every rank strictly between those ranks is a joker.
Jokers Galore
Open one card. Every red card is wild if it is red; otherwise every black card is wild.
AK47
Aces, kings, fours and sevens are jokers.
Skip-Sequence
Deal five. One consecutive pair and one pair separated by a single rank may be used as jokers; at least one qualifying pair is required.
Pairs Are Jokers
Deal seven. Cards belonging to pairs are wild and at least one pair is required; use the best three.
Passing Cards
The first player receives three extras, passes any three onward, and so on. The dealer removes the final three; three table jokers then open.
Pack Jack
Start with three open joker ranks. Whenever somebody packs, their hand becomes the new joker set.
Plus Sign
Five table cards form a plus. Each player chooses the vertical or horizontal line; those three ranks are their jokers.
Plus Sign Cover
Deal six. For three circuits, each player covers a plus card with one card from hand. The final five table ranks are jokers; everyone finishes with three cards.
Joker Hunt
Open twice the player count plus three cards. For two circuits, take an open card and discard one, or close an open card. The three left open are jokers.
Closest to 555
Arrange three digits closest to 555; ace is 1 and T/J/Q/K are 0. For two circuits, players may pay 2 to discard before drawing a replacement.
Rotating Jokers
Each seat has an open private joker and a closed card. When someone packs, their closed card becomes universal and the remaining open jokers rotate one seat.
Closest to 51
Card values follow blackjack with ace as 1. Players may repeatedly pay 2 for another card; closest to 51 without passing it wins.
Banko
On each turn two boundary cards open. Bet that the next rank falls strictly between them. Maximum stakes advance from one-quarter, to half, to the full center after wins.
Complete with Two in the Center
Deal one private card and open five pairs. Each player combines their card with whichever table pair makes their best three-card game.
Jokers at 10, 20, 30
Three joker cards begin face-down and open as the center reaches 10, 20 and 30 counters.
In–Out
Players declare in or out in turn. An out player’s hand replaces the joker set. Multiple in players compare; losers match the kitty up to the cap. A lone in player must beat a fresh bank hand.
3-2-1
Deal six and arrange a three-card game, a two-card Imagine One game, and one high card. The player winning the most component games wins the center.
3-2-1-1
As 3-2-1, plus a fourth single-card game in which the lowest card wins.
1-2-3 Shopping
Three shopping circuits cost 1, 2 and 3. First: discard then draw one. Second: draw one then keep the best three. Third: draw two then keep the best three.
Auction
Two three-card table hands each show one card; those visible ranks are jokers. Players bid once for each hand, and a winner replaces their hand with the lot.
One Joker, One Bust
Two cards stay hidden. Pay 5 to see and activate both joker and bust, or 10 for joker-only access. Holding the active bust rank kills the hand. Side shows are disabled.
Buy Cards from Each Other
Each player has an open sale card. Everyone else bids; the buyer takes it and replaces it with one card. Sell every seat’s card twice, then bet normally.
Buying Jokers: Seen & Unseen
First circuit: optionally buy a random personal joker for 5. Second: pay 5 to its owner and 5 to the center to share a visible personal joker.
1 to 10 vs Dealer
Non-dealers choose a stake in the host’s 1–10 range before cards are shown. Each hand plays against the dealer; payment is the stake times at least one, increasing by category-level difference. No boot is collected — everything settles player to dealer.
All Open
Everyone sees every opponent’s three cards but never their own until showdown. Betting otherwise follows Simple Royal.
Temperature
An In–Out deal with stable jokers. After declarations a temperature card opens: ace–6 makes the lowest game win; 7–king makes the highest win.
Build Up Your Game
Deal seven. Players reveal in order, paying 1 per card, until their growing best game beats the current leader or their cards run out.
Two Cards Open
Two cards at every seat are public and the third is face-down. Blind/seen betting then proceeds normally.
♣ Play Teen Patti nowFrequently asked questions
Is Teen Patti free to play on Shuflr?
Yes — completely free. Chips and points are play money only; there is nothing to buy and no real-money gambling.
How many players do you need for Teen Patti?
3–6 players. If you're short a player, computer bots can fill the empty seats.
Do my friends need to sign up or download anything?
No. You create a private table and share a six-letter code; everyone joins free from the browser on any phone, tablet or laptop.
Can I play Teen Patti online with friends only, without strangers?
Yes. Every Shuflr table is private and invite-only — there are no public lobbies, so you only ever play with the people you invited.
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