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Teen Patti Cash Game, or Teen Patti Cash Game for short, is traditionally a two player teen patti rules, but it can be adapted for 3 or 4 players. It's teen patti rules play is turned based, and uses a point system. A Teen Patti real cash is won by a series of rounds, usually to the total value of 100, but this figure can be negotiated to suit the players. Teen Patti Cash Game is a derivative of strains of poker and traditional rummy, and uses similar grouping structures called 'melds'. One pack of 52 cards is used, and does not include the use of jokers or wildcards. Aces only count as low cards (Ace, two three...) and not as an afterthought of the King, as with many card games like Blackjack and Poker. Dealing and Playing Teen Patti Cash Game As with most card games a dealer is selected, and either alternates between rounds or on a winner deals/loser deals basis. Each player is dealt ten cards, starting from the non-dealing player and alternating between the two. After each player has their ten cards, the dealer places the top card of the remaining deck, or stockpile, face up on a separate pile called the discard pile. That constitutes the dealers turn, and the focus now shifts to the alternate player, or in a clockwise direction in multiplayer games. The player in the spotlight must either choose to pick up the face up card for use in a possible meld, or take a chance on the unknown card at the top of the stockpile. Once the player has picked up a card, he or she needs to discard one card face up on the discard pile. This signifies the end that the turn. This system is very similar to traditional rummy and several forms of poker. Melds, Knocking and Deadwood A meld is a group of cards that you assemble in either sets or runs.
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Sets are comprised of a minimum of three to a maximum of four cards with the same value and different suits. For instance three Sevens or four Kings. Runs are a group of three or more cards of any suit that are in sequential order. A good example of a run would be a three of hearts, four of diamonds and a five of clubs. Once a player has formed melds with the majority of his or her cards they perform the 'knock'. This signifies the end of the current round, although it needs to be strategically implemented. Whatever non-meld cards remain in both players hands are given a value and added up to reach a final score. These remaining cards are called 'deadwood'. Scoring at the End of a Round, and Tallying at the End of a teen patti rules The object of Teen Patti Cash Game is to score as many points after each round to win the eventual teen patti rules. Scoring comes into play during after a player has knocked, or once there are only two cards left in the stockpile. Face cards, or picture cards, are counted as ten points each. In home games it's best to keep a pen and a piece of paper handy for scoring purposes. Once a player has knocked, they receive a score based on the difference between their deadwood and the opponent's deadwood. For example, if the knocking player has a six and the defending opponent has a king, the difference of four points will be awarded to the knocking player. These are called Knock Points, and are only awarded if the defending player has a higher deadwood.
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An Undercut Score is awarded to the defending player has a lower deadwood than the knocking player. Usually the difference would go to the 'knocker', but no it is awarded to the 'underknocker', plus a bonus of 25 points. If a player is able to knock without having any deadwood in his or her hand (every card is used in melds), the player is awarded a Teen Patti Cash Game bonus of 25 points, plus the total of the opponent's deadwood. At the end of a teen patti rules of Teen Patti Cash Game, a line bonus of 25 points for every round won is added to the scores of the players. This is an important element of the teen patti rules, and needs to be considered from start to end. The Final Curtain The teen patti rules ends when enough rounds have been played for one player to reach the 100 point mark (or other prearranged total), and could go into a series of games, depending on the teen patti rules style, similar to a tennis match. Strategies Under Fire Keep you hand organized, but not enough to let your opponent see the capacity of your melds. Try to keep your hand grouped without putting them in obvious divisions. It's also handy to not reveal where in your hand the card that you discard came from. It's better to discard the higher cards, which are not used in melds, rather than the lower cards. Remember that your opponent could knock at any time, and it is better to have the smallest deadwood total possible. Keep your options open. Although the teen patti rules has a large luck element, with a bit of skill you can create possibilities. For example, if you have two fives and a six, try to discard one of your other cards as either a four, five, or seven will create a future meld of either a run or a set. If you discard the six and pursue a set with the two fives, Murphy may just grant you that four you could have used.
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Remember that it isn't pleasant being undercut, but sometimes it can be the best defense against being "ginned". Be aware of the remaining stockpile. Keep in mind that the games enters a forced ending once the third last card is removed from the top of the stockpile, and your opponent will be more likely to knock during the time leading up to the remnants of the stockpile. Teen Patti Cash Game Online Join the millions who are experiencing easy and interactive online teen patti rules play. Play in tournaments, against your friends or just the house. With a little practice you'll soon be cashing in on the biggest and most user friendly Teen Patti Cash Game action in the world 3 patti rules.
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