It’s your aam teen-patti but packed with variations — plots, twists and turns to make your game night wilder, crazier and let’s face it—fiercer.

Plus Sign

4

min. players

Setup Arrange 5 cards on the table in a plus (+) shape. These cards act as jokers.

Dealer's Choice The dealer chooses if the horizontal or vertical line of the plus sign will be the joker set, before they see their own cards.

Objective Players use the jokers on the table to create their best hand during the showdown.

Example Your hand is A-A-3. The vertical set of jokers includes 3. You use the joker to form A-A-A (trail).

3 cards each

Cobra

4

min. players

Setup Each player gets one card face-down. Without looking, players place the card on their forehead so others can see it. Ensure that everyone can see each other's card, but no one knows their own.

Gameplay Based on the visible cards on other players’ foreheads, each player can predict their own chances to win. Bets are placed as usual.

Objective The player with the highest card wins the round.

Example You see that Player A has a 7♦️ and Player B has a K♣️. Since K is a high card, you might assume your card is lower and choose to fold, or if you're feeling lucky, continue betting.

1 card each

Pyramid

3

min. players

Setup Each player is dealt 3 cards. Then build a pyramid of 11 cards:

  • 5 face-up cards in the bottom row.

  • 3 cards in the next row, followed by 2, then 1 at the top, all face-down

Kill blinds with a double boot.

Gameplay For 2-4 rounds, players can do either with the 5 face-up bottom-row cards to stay in the game. Players without a bottom-row card are automatically bust

  • Flip: Pay double boot to replace a card from the deck.

  • Freeze: Pay 4x double boot to lock a card from being flipped.

  • Do nothing: Take no action.

At the end of these rounds, busted players leave, and the 3 cards row is opened. Thereafter each round, reveal the 2 cards row, and 1 card row.

Jokers and Rounds

  1. Up-and-Down Jokers: Flip the 3 cards from the third row. Cards above and below their value are jokers (e.g., if 2 is flipped, A and 3 are jokers).

  2. Actual Jokers: Flip the 2 cards from the second row. These are jokers themselves.

  3. Final Card: Flip the top card. If black, the game remains normal. If red, the game switches to muflis (lowest hand wins).

Note: No backshows allowed until all pyramid cards are revealed. Players can only fold or move during the game.

Example

  • You are dealt 7♦️, K♠️, 5♣️.

  • The bottom row is: 8♣️, J♥️, 3♦️, 6♠️, Q♠️.

  • You flip the 8♣️, replacing it with 7♠️. Another player freezes the J♥️.

  • After 4 rounds, players without one of the bottom-row cards are out. You are safe as it has a 7.

  • The second row reveals 2♠️, 9♦️, A♣️ as up-and-down jokers (A, 3, 8, 10, 2, K) become jokers).

  • The final card flips to red, switching the game to muflis (lowest hand wins).

Example Your final hand is 7♦️, K♠️ (joker), 5♣️. If no one has a lower hand, you win the pot!

3 cards each

Waterfall

3

min. players

Setup Each player is dealt 3 cards. 3 cards are placed face-up in the center of the table. These will serve as potential jokers.

Joker Rule Each player eventually selects one of the face-up center cards to act as their joker.

Gameplay When a player folds, they place their 3 cards under the 3 jokers, forming columns beneath each face-up card. As more players fold, the number of cards under the jokers increases, creating multiple columns.

Players still in the game can now choose any one column of jokers to use for their hand.

Example You are dealt: 10♠️, Q♦️, 3♣️. The 3 face-up cards in the center are: 5♠️, J♥️, K♣️.

Another player folds and places their cards (8♣️, 3♦️, 9♠️) under the center cards, creating columns:

  • 5♠️ column: 8♣️

  • J♥️ column: 3♦️

  • K♣️ column: 9♠️

Now you can choose any one column of jokers. You decide to use the J♥️ column, making your hand: 10♠️, Q♦️, and J♦️ (Sequence).

3 cards each

Football Players

3

min. players

Setup Each player is dealt 3 cards. Five cards are placed face-up in the center of the table. To kill the blind, double the boot is placed at the start since it's an open game.

Gameplay For the first two rounds, each player takes a card from the deck and replaces one of the five center cards by placing the new card on one side of the lineup and discarding the card on the opposite end. This action alters the "football" (center 5 cards). Players can also choose to pay money to replace a card or skip their turn.

After two rounds, the two corner cards of the football are considered bust cards and cannot be used, while the remaining three center cards become jokers.

After Two Rounds Once the bust cards are eliminated and the center 3 jokers are established, regular Teen Patti rules apply. Players can continue with moves, folding, back shows, and more.

Example You are dealt 3 cards: 8♦️, 6♣️, J♥️. The 5 center cards are initially: 2♥️, Q♠️, 7♦️, 3♠️, 5♣️.
In the first round, you take a card from the deck, 9♦️, and place it in place of the 2♥️, discarding the 5♣️ on the opposite end. After two rounds, the corner cards (now 9♦️ and 3♠️) are bust cards, and the middle three (Q♠️, 7♦️, 9♦️) become jokers. Regular gameplay continues from here.

3 cards each

Football Field

3

min. players

Setup The dealer deals the cards to create an outer circle similar to a football field.

  • An open card is placed face-up in front of each player (Outer Circle).

  • Each player gets one closed card to pick up.

  • One open card is placed in the center as the Universal Must-use card.

  • No jokers are used.

Gameplay

  • Players create a 3-card hand using:

    1. Their closed card.

    2. Any Outer Circle card (face-up cards from other players).

    3. The Universal Must-use card in the center.

  • When a player folds, their Outer Circle card replaces the Universal Must-use card, reducing available Outer Circle cards.

Example
You have: 7♣️ (closed card).
An open card: K♦️ (Outer Circle).
Universal Must-use card: A♥️.
You form: 7♣️, K♦️, A♥️ (high card: Ace).
If a player folds with Q♠️ (Outer Circle), the Universal card becomes Q♠️, shrinking the Outer Circle.

1 card each

Auction

3

min. players

Setup Place 2 piles of 3 cards in the center. Top cards are face-up and serve as jokers for everyone. The other cards stay face-down.

Bidding Players bid to win a pile. The highest bidder swaps their hand with the pile and discards their old cards. Bids go to the pot.

Jokers The face-up cards from both piles remain jokers for everyone throughout the game.

Example You have A-A-2. After winning the pile with jokers 3 and 5, you get 3-9-5. With jokers, your new hand is 9-9-9 (trail).

3 cards each

Pack Jack / Packing Jokers

3

min. players

Setup Three extra cards are placed on the table as jokers for all players.

Joker Change When a player folds (quits), their cards replace the jokers on the table. The jokers change each time someone folds.

Example You have A-A-3. The current jokers on the table are 3, 6, and 7, so your hand becomes A-A-A (trail).

3 cards each

King Little

3

min. players

Jokers All Kings in the game are jokers. Additionally, the lowest card in each player’s hand also becomes a joker.

Example You have K♠️, Q♥️, and 4♣️. The King and the 4 are jokers, turning your hand into Q-Q-Q (trail).

3 cards each

Buy & Sell

3

min. players

Setup Players agree on a pre-determined amount for card trades before the game starts. Each player is dealt three cards.

Gameplay On their turn, a player announces they want to sell a card.

  • Buyer's Interest: Other players in clockwise order can express interest in buying the card.

  • Asking Questions: A buyer can pay a percentage of the card's price:

    • 25% to know if it’s Red or Black or High (9-A) or Low (2-8).

    • 50% for both questions.

  • Decision to Buy: If the buyer decides to purchase, they pay the remaining card value and give one of their cards to the seller for free.

  • Information Sharing: If the buyer declines after asking questions, all players learn the revealed information.

  • End of Round: The round ends after all players have had a turn to trade, and the next player becomes the seller.

After sale, the game continues as is.

3 cards each

Mahalaxmi

2

min. players

Objective The goal is to win all three variations: J Little, Q Little, and K Little, across as many rounds as it takes for a player to win.

Setup & Gameplay

  1. The dealer begins by dealing and playing J Little. A player wins this round, but doesn't claim the pot.

  2. The next person becomes the dealer and initiates Q Little. A player wins this round, but doesn't claim the pot.

  3. The following dealer starts K Little. A player wins this round, but doesn't claim the pot.

  4. This cycle repeats, with each new round starting a fresh cycle of J Little, Q Little, and K Little. The pot continues to grow with each round.

Winning Until a single player wins all three variations across multiple rounds. Multiple wins of the same variation (e.g., J Little twice) don’t count.

3 cards each

Mufliss

2

min. players

Reverse Hierarchy The ranking system is flipped. The weakest hand wins, and the strongest hand loses.

Objective To win, you need the worst hand.

Example

  • Worst hand (loses) = A♠️ A♥️ A♣️ (trail)

  • Best hand (wins) = 2♠️ 3♥️ 5♣️

3 cards each

999

2

min. players

Objective Get as close to the number 999 as possible.

Card Values

  • Number cards = face value

  • Aces = 1

  • Face cards (J, Q, K) and 10 = 0

Examples

  • Best hand = 9-9-9 (equals 999)

  • Low hand = A-A-A (equals 111)

  • Middle hands:

    • 8-3-A = 831

    • 9-K-4 = 940

3 cards each

Sudden Death

2

min. players

Setup Deal all 52 cards equally among the players.

Gameplay Players hold their cards between their ring finger and thumb and drop cards one by one. A random player calls "stop," and everyone repeats the process.

Winning The player with the highest card left in their hand after all have dropped cards wins.

Example You’re left with 5♠️, 7♦️, 3♣️, A♥️, 1♦️, and 4♠️. You keep the A♥️ as your high card.

distribute all equally

Discard One

2

min. players

Setup Each player gets 4 cards.

Objective Create the best 3-card combination by discarding one card.

Winning The player with the strongest 3-card hand wins.

Example You are dealt A♠️ A♥️ A♣️ 6♣️. You discard the 6♣️ and form A♠️ A♥️ A♣️ (trail).

4 cards each

Lallan Kallan

2

min. players

Joker Rule The joker is the card with the odd color (red among black or black among red). If all three cards are the same color, there is no joker.

Example 1 You have A❤️, J♠️, K❤️. The odd one out (J♠️) is the joker. Your new hand becomes A❤️, K❤️, J❤️ (pure sequence).

Example 2 You get 3♣️, 4♠️, 5♠️. Since all your cards are the same color, you don’t get a joker. You still have a good sequence.

3 cards each

One-Eyed Jack

2

min. players

Jokers Only the J♥️ and J♠️ (one-eyed jacks) are jokers. The J♦️ and J♣️ are regular cards.

Example 1 You have J♥️, Q♥️, and K♥️. J♥️ is a joker, so you can turn it into A♥️, giving you A♥️, Q♥️, K♥️ (pure sequence).

Example 2 You have J♣️, J♦️, and K♥️. Neither of the Jacks is a joker, so you just have a pair of Jacks.

3 cards each

Wild Draw

2

min. players

Joker Rule The dealer picks one random card as the joker. All players can use this card as a joker.

Example You have 3♣️, 6♥️, and 8♣️. If the dealer draws 6♠️ as the joker, you can now use 6♥️ as a joker, making 3♣️, 6♣️, 8♣️ (Color).

3 cards each

AK47

2

min. players

Jokers Aces, Kings, 4s, and 7s (from any suit) are jokers and can be used as any card.

Example You have A♣️, 6♥️, and 8♥️. A♣️ is a joker, so you can use it as a 7, giving you a sequence (6♥️, 7♥️, 8♥️).

3 cards each

4x Boot

2

min. players

Pot Increase All players must add four times the usual amount to the pot. This increases the stakes and the final pot size.

Example If the original blind was Rs 20, it now becomes Rs 80. Similarly, if the chaal was Rs 40, it now becomes Rs 160.

3 cards each

High Wild

2

min. players

Joker Rule The lowest card in your hand, and any card with the same number, becomes a joker for you.

Example You have 3-3-8. Both 3s are jokers, so your hand becomes 8-8-8 (trail).

3 cards each

1942 Love Story

2

min. players

Jokers Cards numbered 1, 9, 4, and 2 (from any suit) and all Hearts ❤️ are jokers for all players.

Example You have K♠️, 9♠️, and Q❤️. 9♠️ and Q❤️ are jokers, allowing you to make K trail.

3 cards each

2 Cards Open

2

min. players

Setup Each player is dealt three cards, but two are face-up and one is face-down. Players bet based on what they think the face-down card could be.

Example 1 You have two open cards: 3♥️ and 3♦️, with a face-down card. You have a pair of 3s and might make a trail if the third card is a 3.

Example 2 You have 4♣️ and 5♣️ open, and a face-down card. You could complete a sequence if the hidden card fits.

3 cards each

Pairs Are Jokers

2

min. players

Setup Each player gets 7 cards. You must have at least one pair to continue playing. If you don’t, you fold. The best cards make a hand.

Joker Rule Each pair in your hand counts as one compulsory joker.

Example You have 7-7-K-K-2-3-7. You have two pairs (7s and Ks), so you get two jokers. You can use one of them to create a trail (7-7-7).

7 cards each

Stud

2

min. players

Setup Players are dealt one face-up card (known as the street card) and two face-down cards (referred to as hole cards).

Gameplay After the cards are dealt, evaluate your hand by combining your visible street card with your hidden hole cards to form the best possible hand. Street card is only your card.

Example You receive A♥️ (open), A♣ (closed), 4♦️ (closed). You make an Ace pair.

3 cards each

Buying Jokers Seen and Unseen

2

min. players

Setup Each player is dealt three cards: one face-down (closed) card and two face-up (open) cards.

Jokers Jokers can be bought in two rounds to improve your hand. A joker card means that if you hold that specific number or face card, it acts as a joker and can substitute for any other card to improve your hand.

Rounds There are 2 optional rounds for buying jokers. All bets go into the pot.

  • 1st Round: Players pay a set amount to buy a random joker (only for themselves) from the deck, which is kept open.

  • 2nd Round: Players pay double the first round's amount to buy (takeaway) each other's open jokers. The player with the joker does not have the right to refuse the sale.

Objective Form the best hand using your cards and the jokers.

Example

  • You start with: A♥️ (open), 2♣️ (open), 4♦️ (closed).

  • In the 1st round, you buy 2♥️.

  • In the 2nd round, you buy 4♦️.

  • You make: A♥️, A♣️, A♦️ (trail).

3 cards each

Little Jack

2

min. players

Jokers All jacks are jokers, and the smallest card in each player's hand also acts as a joker.

Objective Create the best hand using the jokers.

Example You receive: J♠️, Q♥️, 4♣️. Jokers are: J and 4. You make: Q♠️, Q♥️, Q♣️ (trail).

3 cards each

Aflatoon

2

min. players

Setup Deal 3 cards and place 1 additional card on the table.

Joker The additional card itself and two cards directly before and after it in sequence are also jokers.

Example You hold: 2, 5, 6. The additional joker card is 6, so 5, 6, and 7 are jokers. You make: 2, 2, 2 (trail).

3 cards each

Card Color Burst

2

min. players

Setup Place three additional cards on the table: one card face-up and two cards face-down. The face-up card is revealed immediately, and the two face-down cards are revealed in subsequent rounds.

  • 1st Card (Face-up): The number on this card acts as a joker for all players.

  • 2nd Card (Face-down): The suit on this card becomes a joker for all players when revealed.

  • 3rd Card (Face-down): If any player holds this specific number when revealed, they "burst" and are eliminated from the game.

Gameplay After the face-up card is revealed, its number becomes a joker for all players. In the next round, the suit of the second card becomes a joker. When the third card is revealed, any player holding its number bursts and is eliminated.

Example You start with: A♥️, 2♣️, 4♦️.

  • 1st card revealed = 6♥️ (number 6 is a joker).

  • 2nd card revealed = 3♦️ (♦️ becomes a joker).

  • 3rd card revealed = 4♣️ (you burst since you have 4♦️).

3 cards each

Best of Three

2

min. players

Setup Deal 6 cards to each player. Players arrange their cards into three separate hands:

  • 1st hand = 3 cards

  • 2nd hand = 2 cards

  • 3rd hand = 1 card

Rounds

  • 1st round = regular teen patti

  • 2nd round = imagine the third card

  • 3rd round = high card

Objective Win 2 or more rounds to claim the pot.

Example You receive: A♥️, 3♣️, 4♦️, 5♦️, 7♥️, 9♥️.

  • 1st hand = 3♣️, 4♦️, 5♦️ (impure sequence).

  • 2nd hand = 7♥️, 9♥️ (imagine 8♥️ for a pure sequence).

  • 3rd hand = A♥️ (high card).

6 cards each

Kiss-Miss-Bliss

2

min. players

Setup Deal 5 cards to each player. Players can create three types of jokers

Jokers

  • Kiss: Two consecutive cards (e.g., A, 2) make one joker; K, A does not.

  • Miss: Two alternate cards (e.g., A, 3) make a joker; K, 2 does not.

  • Bliss: Two cards with the same number make one joker.

Objective Create combinations using jokers or play the best 3 out of 5 cards. Each type of combination can only be used once.

Example You have: A♥️, 3♣️, 4♦️, 5♦️, 7♥️. You make: A♥️, A♦️, A♥️ (trail).

5 cards each

Kissing Missing

2

min. players

Setup Deal 4 cards to each player.

Joker Players create 1 joker from 2 cards that are either:

  • Kissing Two cards of the same number (e.g., 8, 8).

  • Missing: Two alternate cards (e.g., A, 3).

  • If you have no jokers, discard a card and play with the best three.

Example You have: A♦️, A♣️, 2♥️, 7♥️. You make: A♥️, 2♥️, 7♥️ (color).

4 cards each

Folding Joker

2

min. players

Setup Each player is dealt four cards. The first two cards are dealt face-down, the third card is dealt face-up, and the fourth card remains unseen and separate. The third card acts as a joker for all players.

Joker Rule The face-up third card is a joker for everyone. If a player folds, their unseen card becomes an additional joker for all remaining players.

Objective Form the best hand using your three playable cards (two face-down and one face-up) and any jokers in play.

Example

  • Player A has: 7♥️, 6♠️, 9♦️ (joker), and an unseen card.

  • Player B has: 8♣️, 8♦️, 4♥️ (joker), and an unseen card.

Jokers for everyone are 4♥️ and 9♦️. If Person A folds, their unseen card becomes a joker, adding another wildcard to the game for the remaining players.

4 cards each

In-Out

2

min. players

Setup Place three additional cards on the table as jokers. Each player contributes a predetermined amount to the main pot and decides whether to be ‘in’ or ‘out’ for the round.

Joker Rule The three cards placed on the table act as jokers for any player who is "in."

Gameplay Players decide whether to be ‘in’ or ‘out’:

  • In: The player stays in the round and adds a bet to compete.

  • Out: The player exits, replacing their cards with the table jokers.

If multiple players choose to be ‘in’, the winner takes the pot, and the losers contribute to the next round. If only one player is ‘in’, they compete against the dealer, and if the dealer wins, the pot carries over to the next round. In-Out ends when there is a single winner who takes the entire pot, or when the players decide to stop. The remaining pot can be the boot for the next game.

Example

  • Round 1: 1 player is ‘in’ and competes against the dealer. The dealer wins, so the pot stays for the next round.

  • Round 2: 2 players are ‘in’, and the winner takes the pot, while the loser contributes to the next round.

3 cards each

In-Out Temperature

2

min. players

Setup Place three additional cards on the table as jokers. Each player contributes a predetermined amount to the main pot and decides whether to be ‘in’ or ‘out’ for the round.

Joker Rule The three cards placed on the table act as jokers for any player who is "in."

Gameplay A ‘temperature’ card is drawn from the deck at the start of each round:

  • If the temperature card is between A and 6, the lowest hand wins.

  • If the temperature card is between 7 and K, the highest hand wins.

Players decide whether to be ‘in’ or ‘out’:

  • In: The player stays in the round and adds a bet to compete.

  • Out: The player exits, replacing their cards with the table jokers.

If multiple players choose to be ‘in’, the winner takes the pot, and the losers contribute to the next round. If only one player is ‘in’, they compete against the dealer, and if the dealer wins, the pot carries over to the next round. In-Out ends when there is a single winner who takes the entire pot, or when the players decide to stop. The remaining pot can be the boot for the next game.

Example

  • Round 1: The temperature card is 5♠️. The lowest hand wins. One player is ‘in’, and they compete against the dealer. The dealer wins, so the pot carries over.

  • Round 2: The temperature card is 10♦️. The highest hand wins. Two players are ‘in’, and the winner takes the pot, while the loser contributes to the next round.

3 cards each

Temperature

2

min. players

Setup Each player is dealt three cards face-down. A temperature card is drawn from the deck at the start of the round, and a new temperature card is drawn each time a player folds.

Objective The objective is to form the best hand, but the winning condition changes based on the temperature card:

  • If the temperature card is between A and 6, the lowest hand wins.

  • If the temperature card is between 7 and K, the highest hand wins.

Example You are dealt: A♥️, 6♣️, 4♦️. The initial temperature card is: 5♠️, so the lowest hand wins. You make: A♥️, 6♣️, 4♦️ (high card Ace).

A player folds, and the new temperature card is: K♦️, changing the rule to the highest hand winning. You can now compete for the highest hand with your A♥️ as the strongest card.

3 cards each

Closest to 555

2

min. players

Objective Get as close to the number 555 as possible. 556 and above are burst.

Card Values

  • Number cards = face value

  • Aces = 1

  • Face cards (J, Q, K) and 10 = 0

Examples

  • Best hand: 5-5-5 (equals 555)

  • Low hand: A-A-A (equals 111)

  • Middle hand: 5-3-A (equals 531)

3 cards each

Community

2

min. players

Setup Each player is dealt two face-down cards. The dealer places three face-up community cards on the table.

Hand Formation Players must use at least one of their hand cards combined with the community cards to create their final hand.

Example Your Hand: 8♣️, 6♣️. Community Cards: 10♣️, 9♥️, A♥️. Final Hand: You use 8♣️, 9♥️, and 10♣️ to create an impure sequence.

3 cards each

Banko

2

min. players

Setup Players agree on a predetermined amount to place in the pot, preferably 3x the usual betting amount. The dealer places two face-up cards in front of a player. One player plays at one time.

Gameplay

  • The player places a bet (amount x) on whether the next card drawn will fall within the values of the two face-up cards.

  • If the card drawn falls within the range, the player wins the bet amount from the bank.

  • If the card drawn does not fall within the range, the player loses the bet amount to the bank.

  • If the card drawn matches either of the face-up cards, the player pays double the bet amount to the bank.

  • The game continues until there is no money left in the pot.

Example

  • Face-Up Cards: 3, 10

  • Bet: Rs 100

  • Third Card Outcomes:

    • If the third card is 5 → You receive Rs 100.

    • If the third card is A → You pay Rs 100.

    • If the third card is 3 or 10 → You pay Rs 200.

2 cards each

Joker Hunt

2

min. players

Setup Deal three cards to each player. Then place the calculated number of face-up cards in the middle, by using the formula:

Number of face-up cards = (2 × Number of players) + 3.

Gameplay On each player's turn, they have two options:

  1. Discard one card from their hand and replace it with a face-up card from the table to improve their hand.

  2. If they choose not to discard, they must turn one of the face-up cards on the table upside down, rendering it unavailable to others.

This process continues for two full rounds of turns. After the second round, the three remaining face-up cards on the table that are still face-up become jokers for all players.

Example Your Hand: 8♣️, 6♣️, 10♣️. Face-Up Cards on the Table: 9♣️, 2♦️, 3♥️ (assume after two rounds). Your Turn: You decide to discard the 6♣️ and take the 9♣️ from the table. Final Hand: 8♣️, 9♣️, 10♣️. Result: You have made a pure sequence with 8♣️, 9♣️, and 10♣️.

3 cards each

Faceoff

2

min. players

Setup The deck is reduced to only 20 cards by removing all cards valued 2 to 9.

Gameplay Players are dealt cards from the reduced deck.

Example You get: 10♣️, A♥️, J♥️. You make: A♥️ (high card).

3 cards each

Useless Jokers

2

min. players

Setup Dealer selects two random cards to serve as jokers (e.g., all Kings and Queens). Then, ten cards are placed face up on the table.

Gameplay If a King or Queen appears among the ten face-up cards, those cards cannot be used as jokers for any player. The game continues as usual.

Example You have K, 8, and 7 with jokers being Kings and Queens. If a King is among the face-up cards, you cannot use it as a joker. If a King wasn't among the face-up cards, you can form a hand like 6-7-8 or 7-8-9.

3 cards each

Zhandu

2

min. players

Setup The dealer places three face-down jokers on the table.

Gameplay Jokers are revealed one at a time in subsequent rounds. Players can choose to play blind or seen. No side shows are allowed for players playing blind.

Example You get: 10♣️, A♥️, J♥️. Jokers = 10♦️, 3♥️, 6♣️. You make: 10♥️, A♥️, J♥️ (color).

3 cards each

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