Card Rankings

Teen Patti Hand Rankings: The Full Order, Explained

Six hand types, from a trail at the top down to a plain high card. Here is the complete chart with example hands, how often each one turns up in a 52-card deck, and the tie-break rules that settle the close ones.

  • Trail on topA-A-A is the best hand
  • 6 hand typesEasy to memorise
  • Real oddsOut of 22,100 hands
  • Tie-breaksCard by card

Why the Order Matters Before Anything Else

Teen Patti is a three-card game, and every single round ends the same way: two hands get compared and one beats the other. You can learn chaal, pack, blind and seen in ten minutes. But if you have to stop and think "wait, does a colour beat a sequence?" while the timer is running, you will make bad calls. And bad calls cost real money.

I have seen plenty of people fold a winning hand in their first week simply because it didn't look strong. A 4-5-6 in three different suits doesn't look like much. It beats every colour in the deck. So, the chart first.

The Complete Ranking Chart

From strongest to weakest. The example column shows a typical hand of each type, and the last column shows the best possible hand in that category.

Rank Hand What it is Example Best of its type
1 Trail (Trio, Set) Three cards of the same rank 8♠ 8♥ 8♦ A-A-A
2 Pure Sequence (Straight Flush) Three consecutive cards, all one suit 6♣ 7♣ 8♣ A-K-Q same suit
3 Sequence (Run, Straight) Three consecutive cards, mixed suits 9♦ 10♠ J♥ A-K-Q mixed
4 Colour (Flush) Three cards of one suit, not in order 2♥ 9♥ K♥ A-K-J same suit
5 Pair (Double) Two cards of the same rank Q♠ Q♦ 5♣ A-A-K
6 High Card None of the above A♦ 9♣ 4♠ A-K-J mixed

Within the cards themselves, Ace is high, then King, Queen, Jack, 10 and so on down to 2. Suits have no rank at all. A heart is not worth more than a club, and this never changes in classic Teen Patti.

How Often Each Hand Comes Up

A standard deck of 52 cards can make exactly 22,100 different three-card hands. Counting how many of those fall into each category gives you the real odds of being dealt each hand type. These are the standard numbers, treating both A-K-Q and A-2-3 as valid sequences:

Hand Number of combinations Chance per deal Roughly
Trail 52 0.24% 1 in 425
Pure Sequence 48 0.22% 1 in 460
Sequence 720 3.26% 1 in 31
Colour 1,096 4.96% 1 in 20
Pair 3,744 16.94% 1 in 6
High Card 16,440 74.39% 3 in 4
Total 22,100 100%

Two things jump out from this table.

First, look at the bottom row. About three hands in every four are just a high card. That is completely normal. If you only play when you have a pair or better, you will be folding most of the night, which is why blind play and reading the table matter so much.

Second, and this surprises a lot of people, a pure sequence is actually slightly rarer than a trail (48 combinations against 52). Yet the trail still ranks higher. That's just how the game has always been played. The common shortcut "rarer hand ranks higher" works for every other step on the ladder, but not for the top two.

Where the counts come from: 13 ranks × 4 ways to pick three suits gives 52 trails. There are 12 possible runs (A-2-3 up to Q-K-A), each in 4 suits for 48 pure sequences, and 12 × 60 mixed-suit versions for 720 plain sequences. Every three-card mix from one suit is 4 × 286 = 1,144, minus the 48 pure sequences, leaving 1,096 colours. Pairs are 13 × 6 × 48 = 3,744.

Breaking Ties Inside Each Hand Type

When two players have the same kind of hand, you go down to the cards.

Trail

Simple. Higher rank wins. A-A-A is the best hand in the game, then K-K-K, and 2-2-2 is the lowest trail. Even 2-2-2 beats everything below it on the chart, including an A-K-Q pure sequence.

Pure sequence and sequence

The run with the higher cards wins. A-K-Q is the top run. The A-2-3 run is valid too, and at most tables it sits just below A-K-Q, making it the second-best run. A few house rules put A-2-3 at the very bottom instead, below 2-3-4, so check the rule of the table you are playing at. Apart from A-2-3, the smallest run is 2-3-4. Note that K-A-2 is not a run at all.

Colour

Compare the highest card first. If those match, compare the second card, then the third. So K-9-4 of diamonds beats K-8-7 of spades. The 9 beats the 8, and the 7 never gets looked at.

Pair

Higher pair wins. If both players hold the same pair, which can happen since there are four of each rank, the third card (the kicker) decides it. J-J-4 beats J-J-2.

High card

Same as colour: top card, then middle, then bottom. A-10-3 beats A-9-8.

Head-to-Head Examples

Try calling these yourself before reading the answer. It's the fastest way to make the order stick.

  • 5♣ 6♦ 7♥ vs Q♠ 9♠ 3♠. The run wins. A sequence always beats a colour, no matter how high the colour's cards are.
  • 5♣ 6♣ 7♣ vs 5♦ 6♠ 7♥. Same numbers, but the first hand is all clubs, so it is a pure sequence and wins.
  • 2♥ 2♣ 2♠ vs A♦ K♦ Q♦. The trail of twos wins. Lowest trail still beats the best pure sequence.
  • K♥ K♣ 3♦ vs A♠ J♠ 6♠. The colour wins. A colour ranks above any pair, even kings.
  • A♠ K♦ 9♣ vs Q♥ Q♣ 2♦. The pair of queens wins. A pair beats any high card, even ace-king.

Two Traps for Poker Players

If you have played poker, some of your instincts will work against you here. Three-card hands follow different maths from five-card hands, so the order changes.

In poker a flush beats a straight. In Teen Patti a sequence beats a colour, every time. It makes sense once you see the odds table above: with three cards, a sequence (720 ways) is harder to get than a colour (1,096 ways).

The other one is suits. Some poker home games and a few other card games break ties by suit. Teen Patti doesn't. Two colours with identical values in different suits are simply equal on cards.

A Quick Way to Remember It

Say it in this order: same, run-same-suit, run, suit, pair, nothing. Three the same, then a run that's also one suit, then any run, then any suit, then a pair, then nothing at all. Repeat it a few times and it sticks.

Honestly, the best memory aid is playing. Deal yourself a few hands with a real deck at home and call each one out loud. Or sit at a low-stake Teen Patti table and just watch the showdowns for a while before betting anything. Within a few sessions you'll stop thinking about it.

Once the chart is second nature, the next step is decision-making, which we cover in how to win at Teen Patti. And if you want to see how the order gets turned upside down (literally, in Muflis) or bent by wild cards in AK47, have a look at our variants hub. Remember that real-money play is for adults 18+, it carries financial risk, and it is not allowed in every Indian state.

FAQ

Frequently Asked Questions

Which hand is the strongest in Teen Patti?
Three aces — a trio of aces — is the strongest hand in the game. It beats every pure sequence, run, colour, pair and high card.
Does a run beat a colour in Teen Patti?
Yes. A run of three consecutive cards beats a colour of three same-suit cards that are not in order. This is the opposite of poker, where a flush beats a straight.
Where does the ace-two-three run rank?
Ace-two-three is a valid run. Most tables place it just below A-K-Q as a strong run, although a few house rules treat it as the lowest run, so confirm before you sit down.
How are ties settled in Teen Patti?
By comparing the top cards in order. With a pair, the spare third card decides it; with a colour or high card, you compare the highest card, then the next, then the last.
Do suits change a hand's value?
No suit outranks another in Teen Patti. Only card ranks matter, so two equal colours held in different suits are simply compared value by value.
Is a pure sequence better than a normal run?
Yes. A pure sequence is three running cards of one suit, and it beats a plain run of three running cards in mixed suits.
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