Teen Patti Glossary

Every term you will hear at a Teen Patti table — defined in one line, then explained properly.

58 terms defined · Reviewed by TeenPattiPlay Editorial Team · Updated

Quick answer

Teen Patti has its own vocabulary, and most of it is Hindi words that never get translated at the table. The boot is the compulsory ante everyone pays before the deal. Chaal is a bet made after you have looked at your cards. Blind means betting without looking, at half the stake. A side-show is a private one-on-one card comparison with the player before you. A trail is three of a kind — the strongest hand. Every term below is defined the way players actually use it.

Betting & table action

Boot Also called: Ante, Boot amount

The compulsory minimum stake that every player puts into the pot before the cards are dealt.

The boot is agreed before a hand begins and is the seed money that makes the pot worth playing for. Because most later bets are sized in relation to it, the boot effectively sets the size of the game: a bigger boot means bigger swings. Tables usually advertise their boot alongside the maximum bet, so players can pick a stake they are comfortable with.

Used in: Classic Teen Patti ·

Blind Also called: Blind player, Blind bet, Andha

A bet made without looking at your cards, which costs half of what a seen player must pay at the same stake level.

A player who has not looked at their three cards is called blind, and stays blind until they choose to look. Blind bets are cheaper — the current stake rather than double it — which is why many players stay blind for a few rounds to keep the cost of the hand down. The trade-off is that you are betting on information you do not have.

Used in: Blind Teen Patti · Classic Teen Patti ·

Seen Also called: Seen player, Chaal player, Dekha

A player who has looked at their three cards and must therefore bet at least double the current stake.

Once you look at your cards you are seen for the rest of the hand and can never go back to blind. Seen players pay twice what a blind player pays at the same stake, which is the price of playing with information. Only a seen player may ask for a side-show.

Used in: Classic Teen Patti ·

Chaal Also called: Move, Play

The bet a seen player makes to stay in the hand, normally two to four times the current stake.

Chaal is simply the Hindi word for a move, and in Teen Patti it means putting fresh money in rather than packing. A seen player's chaal must be at least twice the current stake and at most four times it in most rule sets, and whatever they put in resets the stake for the players who follow. Blind players are said to play blind rather than to play chaal.

Used in: Classic Teen Patti ·

Pack Also called: Fold, Drop

To give up your hand and leave the current round, losing everything you have already put into the pot.

Packing costs you nothing more than the money already staked, which makes it the cheapest way out of a weak hand. Disciplined players pack early and often, because chasing a poor hand round after round is how most bankrolls disappear. Once you have packed you take no further part until the next deal.

Used in: Classic Teen Patti ·

Show Also called: Showdown request

The final call, available only when two players remain, in which both hands are revealed and the higher one takes the pot.

A show can be demanded only when the table is down to two players, and the player asking pays for it — the current stake if both are blind, or twice the stake if either is seen. Both hands are then turned face up and compared by the standard ranking. If the hands are exactly equal in most house rules the player who paid for the show loses.

Used in: Classic Teen Patti ·

Side-show Also called: Compromise, Sideshow

A private comparison between two seen players in which the weaker hand must pack, without the rest of the table seeing either hand.

A seen player may ask the seen player immediately before them for a side-show after paying the chaal; that player can accept or refuse. If accepted, the two hands are compared privately and the loser packs, while the winner carries on without ever showing their cards to anyone else. It is a way to knock out a rival cheaply, but it also tells that rival exactly how strong you were.

Used in: Side Show Teen Patti Classic Teen Patti ·

Pot

The total pool of money or chips staked by all players in a hand, which the winner collects.

The pot starts with the boots and grows with every chaal and blind bet made during the hand. It is won either at a show or when every other player has packed. Knowing the pot size matters, because it tells you what you stand to win against what the next bet will cost you.

Used in: Classic Teen Patti ·

Pot limit

A house rule that caps the total pot, forcing an immediate show between the remaining players once the cap is reached.

Pot limits are common in casual and app play because they stop a single hand from running away with everyone's money. When the pot hits the agreed ceiling, betting stops and the players still in the hand simply show their cards. The limit is usually set as a multiple of the boot.

Used in: Classic Teen Patti ·

Stake Also called: Current stake

The current bet level at the table, from which a blind player's cost and a seen player's cost are calculated.

At the start of a hand the stake equals the boot. Each time a player bets, the stake is updated: a blind player's bet becomes the new stake, while a seen player's bet is halved to set it, because seen players always pay double. Every subsequent bet is measured against this figure.

Used in: Classic Teen Patti ·

Raise

To increase the current stake by betting more than the minimum your position requires.

Raising puts pressure on the players still to act, since they must now match a higher amount or pack. In Teen Patti the raise is bounded: a seen player can typically bet between two and four times the stake, so the increase is never unlimited. Players raise both to build the pot with a strong hand and to push opponents out with a weak one.

Used in: Classic Teen Patti · Texas Hold'em Poker ·

Call

To put in exactly the amount required to stay in the hand without raising the stake.

Calling keeps you in the round at the cheapest legal price and leaves the stake unchanged for the next player. In Teen Patti this is the minimum chaal — one times the stake if you are blind, two times if you are seen. It is the natural choice with a playable but unremarkable hand.

Used in: Classic Teen Patti · Texas Hold'em Poker ·

Bet limit Also called: Table limit, Min/max bet

The minimum and maximum a player is allowed to stake on a single bet at a given table.

Every table publishes a bet limit, and in Teen Patti the maximum chaal is usually capped at four times the current stake. Casino and app tables also set an overall table limit that governs how large any single wager can be. Choosing a table whose limits fit your bankroll is one of the simplest forms of money management.

Used in: Classic Teen Patti · Andar Bahar ·

All-in

Committing every remaining chip you have to the current hand.

A player who goes all-in cannot bet again in that hand and can only win the portion of the pot they matched; the rest is set aside as a side pot for the other players. All-in is a poker term that has carried into Teen Patti apps, where it usually means an automatic show once the chips run out. It is a high-variance move — it can double you up or end your session.

Used in: Texas Hold'em Poker · Classic Teen Patti ·

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Hands & rankings

Trail Also called: Trio, Set, Three of a kind, Teen

Three cards of the same rank, such as three aces, which is the highest hand in standard Teen Patti.

There are 52 possible trails out of 22,100 three-card hands, giving a probability of about 0.24 per cent. Three aces is the best trail and three twos the worst. Curiously a trail is slightly more common than a pure sequence (52 combinations against 48), yet the traditional ranking still places it on top.

Used in: Classic Teen Patti ·

Pure sequence Also called: Straight flush, Pakki run

Three consecutive cards all of the same suit, ranking second only to a trail in standard Teen Patti.

Only 48 of the 22,100 possible hands are pure sequences, about 0.22 per cent, which makes it mathematically the rarest hand in the game even though it ranks below a trail. A-K-Q of one suit is the highest pure sequence and 4-3-2 the lowest, and most rule sets place A-2-3 just below A-K-Q. The ranking is a matter of tradition rather than pure probability.

Used in: Classic Teen Patti ·

Sequence Also called: Run, Straight

Three consecutive cards that are not all of the same suit, ranking below a pure sequence and above a colour.

There are 720 such hands out of 22,100, a probability of roughly 3.26 per cent. The ace is flexible: A-K-Q is the highest run and 4-3-2 the lowest, with A-2-3 usually treated as the second-highest. A mixed-suit run beats a flush in Teen Patti, which is the reverse of what many poker players expect.

Used in: Classic Teen Patti ·

Colour Also called: Flush, Rang

Three cards of the same suit that are not in sequence, ranked by the highest card and beaten by any run.

Colour appears in 1,096 of the 22,100 possible hands, about 4.96 per cent. Two colours are compared by the highest card, then the second and third if needed. Note that colour here means suit, not the red-or-black sense of the word.

Used in: Classic Teen Patti ·

Pair Also called: Jodi, Double

Two cards of the same rank plus one unmatched card, ranking above high card and below colour.

A pair turns up in 3,744 of the 22,100 hands, roughly 16.94 per cent, so it is the most common made hand in Teen Patti. Pairs are compared by rank first — a pair of aces is the best — and only if two players hold the same pair does the third card, the kicker, decide it. Because pairs are so common, a low pair is far less safe than beginners assume.

Used in: Classic Teen Patti ·

High card Also called: No pair

A hand with no trail, sequence, colour or pair, judged solely on its highest card.

High card is by far the most likely outcome: 16,440 of the 22,100 possible hands, about 74.39 per cent. Ties are settled by comparing the second and then the third card. Since three players out of four are typically holding nothing better, a strong high card such as ace-king is still playable.

Used in: Classic Teen Patti ·

Kicker Also called: Side card

The unmatched card that decides the winner when two players hold hands of the same rank.

If two players both hold a pair of nines, the third card in each hand is the kicker and the higher one wins. Kickers also settle ties between high-card hands, where the second and then third cards are compared in turn. Ignoring your kicker is a classic beginner's mistake, because it is often the card that quietly loses the pot.

Used in: Classic Teen Patti · Texas Hold'em Poker ·

Hand ranking Also called: Hand order

The fixed order of strength used to compare hands, which in standard Teen Patti runs trail, pure sequence, sequence, colour, pair, high card.

The ranking follows rarity only loosely — a trail beats a pure sequence even though pure sequences are marginally rarer — so it must simply be memorised. Some variants deliberately invert or alter it: Muflis flips the order so the worst hand wins, and joker games change which hands are possible. Always confirm the ranking in use before you sit down.

Used in: Classic Teen Patti · Muflis Teen Patti ·

Showdown

The point at which the remaining players reveal their cards and the hand ranking decides who wins the pot.

In Teen Patti a showdown happens when a show is paid for with two players left, or when a pot limit is reached. Everyone still in the hand turns their cards face up and the ranking is applied without further betting. If all but one player has packed there is no showdown at all — the last player standing simply takes the pot, and never has to reveal a thing.

Used in: Classic Teen Patti ·

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Play & table terms

Dealer Also called: Distributor, House dealer

The player or house representative who shuffles and distributes the cards for a hand.

In a home game the role of dealer usually rotates clockwise after every hand so that no one holds a positional advantage for long. In casino and live-app games a house dealer runs the table and never has a stake in the outcome. Online, the deal is handled by software rather than a person.

Used in: Classic Teen Patti · Blackjack (21) ·

Deal

The distribution of cards that begins a hand, giving each player three cards face down in Teen Patti.

Cards are dealt one at a time and face down, so nobody knows what they hold until they choose to look. In the Indian tradition the deal moves anticlockwise around the table. The deal happens only after every player has posted the boot.

Used in: Classic Teen Patti ·

Deck Also called: Pack of cards

The standard 52-card pack of four suits used for Teen Patti, dealt without jokers unless a joker variant is being played.

The 52 cards produce exactly 22,100 possible three-card hands, which is where every Teen Patti probability comes from. Ace is high in the standard game, and can also act as the low card in the A-2-3 run. Variants such as Joker Teen Patti add printed jokers or nominate wild cards, which changes the maths completely.

Used in: Classic Teen Patti · Joker Teen Patti ·

Cut Also called: Cutting the deck

Splitting the shuffled deck before the deal, usually by the player to the dealer's left, to guard against a stacked pack.

Cutting is a fairness ritual rather than a strategic move: it makes it much harder for a dealer to control the order of the cards. In a physical game the cut is taken seriously and the right to cut normally passes around the table with the deal. Online there is nothing to cut, since a random number generator determines the order.

Used in: Classic Teen Patti ·

Anticlockwise dealing Also called: Counter-clockwise deal, Right-to-left deal

The Indian convention of dealing cards and taking turns to the dealer's right rather than the left.

Teen Patti, like most traditional Indian card games, moves anticlockwise: the first card goes to the player on the dealer's right and play proceeds in that direction. Western games such as poker and blackjack run clockwise, which is why online Teen Patti tables sometimes feel back to front to poker players. The direction has no effect on odds, only on whose turn comes next.

Used in: Classic Teen Patti ·

Table

A single game instance with its own seats, boot and betting limits, seating anywhere from three to ten players.

Teen Patti works with three to six players comfortably, though apps often seat more. Each table advertises its boot, its maximum bet and any pot limit, and those numbers define how expensive the game will be. Tables are usually grouped by stake so that beginners and high-rollers are not mixed together.

Used in: Classic Teen Patti ·

Round Also called: Betting round, Hand

One complete circuit of betting in which every remaining player acts once.

A Teen Patti hand is made of as many rounds as the players want to bet through, with the stake often rising each time. The hand ends when a show is called, a pot limit is hit, or everyone but one player packs. Counting how many rounds a hand has run is a useful way to judge how committed your opponents are.

Used in: Classic Teen Patti ·

Chip Also called: Token, Coin

The token that represents a unit of stake at the table, whether a physical disc or a digital balance in an app.

Chips keep the maths simple and, in apps, separate the game currency from the player's wallet. Many Teen Patti apps run entirely on free or practice chips that cannot be converted back into money. Always check what a chip actually represents before you play.

Used in: Classic Teen Patti ·

Bluff

Betting or raising with a weak hand to make opponents believe you are strong so that they pack.

A bluff wins only when opponents fold, so it works best against cautious players and against small fields, and it fails badly against anyone determined to see a show. Blind play makes Teen Patti especially bluff-friendly, since nobody — sometimes not even the bettor — knows what a blind player holds. Bluffing is a normal part of the game's skill element, not a trick or a guarantee, and habitual bluffers are quickly read and punished.

Used in: Bluff · Classic Teen Patti ·

Tell

An unintended habit or reaction that leaks information about the strength of a player's hand.

Classic tells include hesitating before a big bet, betting instantly, or a change in how someone handles their chips. Online they are far weaker, but timing patterns and bet sizing still give a lot away. Tells are read as tendencies over many hands, not as certainties from one gesture.

Used in: Classic Teen Patti · Texas Hold'em Poker ·

Position

Where a player sits relative to the dealer, which determines how much information they have when it is their turn to act.

Acting late is an advantage because you have already watched everyone else bet or pack before you commit. In Teen Patti position also governs side-shows, since a player can only ask the seen player immediately before them. Since the deal is anticlockwise, late position means sitting further to the dealer's left.

Used in: Classic Teen Patti · Texas Hold'em Poker ·

Tight and loose play Also called: Tight player, Loose player

Descriptions of how many hands a player chooses to enter — tight players play few, loose players play many.

A tight player packs marginal hands early and puts money in mainly with strong holdings, which keeps losses small but makes them easy to read. A loose player enters most pots, which disguises their hand but bleeds chips on weak cards. Neither style is right or wrong on its own; what matters is noticing which one each opponent is using.

Used in: Classic Teen Patti ·

Aggressive and passive play Also called: Aggression, Passivity

Descriptions of how a player bets once in a hand — aggressive players raise often, passive players prefer to call.

Aggression builds the pot and gives you a second way to win, because opponents may pack rather than face the bet. Passive play calls along and only wins at a show, which surrenders that extra chance. Combined with tight and loose, these labels give the four familiar player types used to describe a table.

Used in: Classic Teen Patti ·

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Variants & modes

Muflis Also called: Lowball Teen Patti, Ghareeb

A Teen Patti variant in which the ranking is reversed, so the weakest hand wins the pot.

In Muflis a high card such as 5-3-2 is the strongest holding and a trail of aces is close to worthless. The hand order is simply inverted, which forces experienced players to unlearn their instincts and often produces very different betting patterns. The name comes from the Urdu word for a pauper.

Used in: Muflis Teen Patti ·

Joker Also called: Wild card, Wild

A card nominated or added to the deck that can stand in for any other card to complete a hand.

Jokers may be the printed cards from the pack or a rank declared wild before the deal, such as all twos. Because a wild card makes strong hands far more likely, trails and pure sequences stop being rare and the usual probabilities no longer apply. House rules must always state how many jokers are in play and whether they can be used more than once in a hand.

Used in: Joker Teen Patti ·

AK47 Also called: AK47 Teen Patti

A Teen Patti variant in which all aces, kings, fours and sevens act as jokers.

The name is simply the four ranks involved: A, K, 4 and 7. With sixteen wild cards in the deck, powerful hands appear constantly and a plain pair is rarely good enough to win. Some tables play a stricter version where only one of the four ranks is wild, so confirm the rules before betting.

Used in: AK47 Teen Patti ·

Best-of-Four Also called: Best of 4, Four cards

A Teen Patti variant in which each player is dealt four cards and makes the strongest possible three-card hand from them.

The extra card gives every player four chances to build a hand, so made hands are noticeably more common than in the classic game and average winning hands are stronger. Standard hand rankings still apply to the final three cards, and the unused card is simply discarded. Betting proceeds exactly as in classic Teen Patti.

Used in: Classic Teen Patti ·

999 Also called: Nine-nine-nine, 9-9-9

A Teen Patti variant in which normal rankings are set aside and the pot goes to the hand closest in value to 999.

Each card is read as a digit, so three nines is the perfect hand and hands are compared by how near they come to it. The usual trail-and-sequence hierarchy plays no part at all, which makes the variant much easier for newcomers to score. Exactly how face cards are counted varies between house rules, so agree the scoring before you deal.

Used in: Classic Teen Patti ·

Hukam Also called: Hukum, Trump

A nominated suit or card that outranks the others for the duration of a hand.

Hukam literally means command, and the idea runs through Indian card games: in Court Piece the hukam suit beats every other suit, and in some Teen Patti house variants a declared hukam card acts as a wild or a tie-breaker. Because implementations differ so widely, the exact power of the hukam has to be agreed before play. It is one of the clearest examples of how Indian card traditions borrow between games.

Used in: Court Piece · Classic Teen Patti ·

Lowball

Any game or variant in which the lowest-ranking hand wins instead of the highest.

Lowball is the general family name; Muflis is Teen Patti's version of it, and the same idea appears in several poker variants. The rules of dealing and betting are unchanged — only the comparison at showdown is flipped. Lowball games reward players who can resist the instinct to value big cards.

Used in: Muflis Teen Patti ·

Sideshow mode Also called: Sideshow Teen Patti

A Teen Patti format built around the side-show request, where private hand comparisons drive most of the eliminations.

The rules are those of classic Teen Patti, but the table is set up to encourage side-shows rather than long betting wars, so hands end faster. It rewards players who track who has looked at their cards and who is likely to accept a comparison. Refusing a side-show is always allowed and is itself a signal worth reading.

Used in: Side Show Teen Patti

Blind mode Also called: Blind Teen Patti

A Teen Patti format in which players bet without looking at their cards, either by choice or because the table requires it.

Blind bets cost half of what a seen player pays, so blind play keeps hands cheap and makes reading opponents much harder. Some app tables run a pure blind format where nobody may look until the show, turning the game largely into a betting contest. It is a high-variance way to play, since you are staking money on cards you have not seen.

Used in: Blind Teen Patti ·

Private table Also called: Private room, Friends table

A table that only invited players can join, usually opened with a code shared among friends.

Private tables let a group set its own boot, limits and house variant, and keep strangers out. They are popular for festival play, when families play Teen Patti at Diwali gatherings. Most apps let the host choose the variant and the chip type for the room.

Used in: Classic Teen Patti ·

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Money, apps & odds

RTP Also called: Return to player

The percentage of all money wagered on a game that it is designed to pay back to players over a very large number of rounds.

An RTP of 96 per cent means that, across millions of rounds, the game returns about 96 units for every 100 staked. It is a long-run average built into the game's design, not a promise about any session — short runs can land far above or far below it. RTP is published for slots and crash games and is the mirror image of the house edge.

Used in: Slots · Aviator ·

House edge

The mathematical advantage the operator holds on a game, expressed as the percentage of each wager it expects to keep in the long run.

House edge and RTP are two ways of saying the same thing: a 96 per cent RTP is a 4 per cent house edge. The edge is what makes a game profitable for the operator over time, and no betting system can remove it. In player-versus-player games such as Teen Patti the operator instead takes a commission or table fee rather than an edge on the bet itself.

Used in: Roulette · Baccarat · Andar Bahar ·

Probability

The chance of an outcome occurring, expressed as a percentage or a fraction of all possible results.

In Teen Patti every probability comes from the 22,100 possible three-card hands: a trail is 52 of them (0.24 per cent), a pure sequence 48 (0.22 per cent), a sequence 720 (3.26 per cent), a colour 1,096 (4.96 per cent), a pair 3,744 (16.94 per cent) and high card the remaining 16,440 (74.39 per cent). These figures describe the deck, not your luck, and they do not change because of what happened in the last hand. Knowing them is what separates a considered pack from a hopeful call.

Used in: Classic Teen Patti ·

Odds

The ratio between the ways an outcome can fail and the ways it can happen, or the payout offered on a bet.

The word is used in two senses: true odds describe how likely something is, while the odds offered on a bet describe what it pays. A trail in Teen Patti comes up 52 times in 22,100 hands, which is roughly 424 to 1 against. Any game in which the payout odds are shorter than the true odds carries a house edge, and that gap is exactly where the operator's profit lives.

Used in: Classic Teen Patti · Roulette ·

Variance Also called: Volatility, Swing

The natural spread of results around the expected average, which is why short-term outcomes can differ sharply from the maths.

High-variance games produce rare but large wins and long stretches of losses; low-variance games pay smaller amounts more often. Variance explains a losing night with good decisions and a winning night with bad ones, and it is the reason no single session proves anything about a strategy. It never disappears with more play — results simply settle closer to the expected average, which in a house-edge game is a loss.

Used in: Aviator · Slots ·

Bankroll Also called: Bankroll management

The money a player has set aside for play, kept separate from the money they need for everything else.

Bankroll management means fixing that amount in advance, choosing tables whose boot is a small fraction of it, and stopping when it is gone rather than topping it up. The point is to survive variance without the losses spilling into money you cannot afford to lose. Any bankroll should be sized as entertainment spending, on the assumption that it will not come back.

Used in: Classic Teen Patti ·

Free chips Also called: Practice chips, Play-money chips

Virtual chips given by an app for practice play, which have no cash value and cannot be withdrawn.

Most Teen Patti apps hand out a daily allowance of free chips so players can learn the rules and variants at no cost. Because nothing real is at stake, opponents in free-chip games play far more loosely than they would with money, so the experience is not a reliable guide to real-money tables. Free chips are also often sold as in-app purchases, which is a purchase, not a bet.

Used in: Classic Teen Patti ·

APK Also called: Android package

The Android installer file format used to distribute an app outside the Google Play Store.

Many Indian card-game apps are shipped as APK downloads because Play Store policy restricts real-money gaming titles. Installing an APK means bypassing store checks, so the file's source matters a great deal — modified or repackaged APKs are a common vector for malware and account theft. Only ever install one directly from the developer's own official site.

Used in: Classic Teen Patti ·

Real-money vs practice play Also called: Cash games vs free play

The distinction between games staked with withdrawable money and games played only with virtual chips that have no cash value.

Practice play is for learning rules, hand rankings and variants with nothing at risk, and it is where any new player should start. Real-money play adds legal, financial and age requirements that differ from state to state in India, and several states restrict or prohibit it entirely. This site is an informational publisher and does not operate games or accept wagers; check your local law before staking anything.

Used in: Classic Teen Patti ·

Responsible gaming Also called: Safer play, Responsible gambling

The practice of playing within fixed limits of time and money, treating any stake as entertainment spending rather than income.

In practice it means setting a loss limit before you start, never chasing losses, never playing with borrowed money, and taking the deposit limits, reality checks and self-exclusion tools that reputable apps provide. Every game with a house edge is designed to lose money over time, so no amount of skill turns play into a reliable source of earnings. If play stops feeling optional, help is available in India from services such as the Kiran mental health helpline on 1800-599-0019.

RNG Also called: Random number generator

The software that produces the unpredictable outcomes behind every digital shuffle, spin or crash multiplier.

In an online card game the RNG decides the order of the deck, taking the place of the physical shuffle and cut. Reputable operators have their RNG tested by independent laboratories such as eCOGRA, GLI or iTech Labs, and publish the certificate. An RNG has no memory, so a run of bad hands does not make a good one more likely on the next deal.

Used in: Classic Teen Patti · Slots ·

Provably fair

A cryptographic system that lets a player verify for themselves that a game round's outcome was fixed before they bet and was not altered afterwards.

The operator publishes a hashed server seed before the round, the player contributes a client seed, and the two are combined to produce the result, which anyone can recheck once the seeds are revealed. It is common in crash and dice games such as Aviator-style titles and it proves the round was not tampered with — it does not remove the house edge or improve your chances of winning. Provably fair is a transparency mechanism, not a strategy.

Used in: Aviator · Mines · Dice ·

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Frequently asked questions

What does 'boot' mean in Teen Patti?

The boot is the compulsory minimum stake every player puts into the pot before any cards are dealt — the equivalent of an ante. It is agreed before the hand begins and is the seed money that makes the pot worth playing for. Because everyone pays it, the boot also sets the scale of the whole hand: a larger boot means larger bets downstream.

What is a chaal in Teen Patti?

A chaal is a bet placed by a player who has looked at their cards — a 'seen' bet. It costs twice the current blind stake, because seeing your cards is an information advantage that the rules make you pay for. If the current blind bet is 10, a seen player's chaal is 20. This blind-versus-seen pricing is the core betting mechanic of the game.

What is a side-show in Teen Patti?

A side-show (also called a back-show) is a request by a seen player to privately compare cards with the seen player immediately before them. If that player accepts, the two hands are compared in secret and whoever has the weaker hand must fold. The other players see the fold but never see the cards. It is a way to knock out one opponent without going to a full showdown.

What is the difference between a sequence and a pure sequence?

A sequence (or 'run') is three cards in consecutive rank but not all the same suit, such as 7♠ 8♥ 9♣. A pure sequence (or 'straight flush') is three consecutive cards that are all the same suit, such as 7♠ 8♠ 9♠. The pure sequence is the rarer hand and therefore ranks higher — it sits second only to a trail.

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