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
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).
Actual Jokers: Flip the 2 cards from the second row. These are jokers themselves.
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:
Their closed card.
Any Outer Circle card (face-up cards from other players).
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
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
The dealer begins by dealing and playing J Little. A player wins this round, but doesn't claim the pot.
The next person becomes the dealer and initiates Q Little. A player wins this round, but doesn't claim the pot.
The following dealer starts K Little. A player wins this round, but doesn't claim the pot.
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
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
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
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
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