When you search for Teen Patti sequence examples, you want clear, practical illustrations and strategies that actually improve your play. I’ve been playing and analyzing Teen Patti for years—at home games, in tournaments and online—and the difference between a confident decision and a costly mistake is often understanding how sequences (straights) work, how likely they are, and how to read the table when they appear.
What is a sequence in Teen Patti?
In Teen Patti, a sequence (sometimes called a straight) is three consecutive ranks, regardless of suits. For example, A‑2‑3, 4‑5‑6 or J‑Q‑K are sequences. A “pure sequence” (also called a straight flush) is the same three consecutive ranks all in the same suit, e.g., ♥10‑J‑Q. Standard hand ranking in most Teen Patti variants is:
- Trail (three of a kind)
- Pure sequence (straight flush)
- Sequence (straight)
- Color (flush)
- Pair
- High card
Note: rules on whether Ace is high, low, or both can vary by house rules. The common approach allows A‑2‑3 and Q‑K‑A as valid sequences, but K‑A‑2 is not a sequence. Always confirm this before you play.
Concrete Teen Patti sequence examples
Below are clear, practical examples you’ll encounter at the table. Each example shows the three cards and a short note about ranking or edge cases.
- A‑2‑3 — A common low sequence. Valid in most variants where Ace can be low.
- 2‑3‑4 — A basic mid-ranked sequence.
- 9‑10‑J — Middle range; useful for semi-bluffs when the board/behavior suggests weakness.
- 10‑J‑Q — Beat lower sequences; vulnerable to J‑Q‑K, Q‑K‑A, and pure sequences in the same suits.
- J‑Q‑K — Strong sequence but still beaten by Q‑K‑A and any pure sequence with higher ranks.
- Q‑K‑A — One of the highest sequences; only beaten by a trail, higher pure sequence, or specific tie-breaks.
- ♥10‑J‑Q — Pure sequence (straight flush). Higher than an ordinary sequence regardless of rank.
- ♠K‑K‑K — Not a sequence (this is a trail / three of a kind). Included to contrast sequence vs. other hands.
Each of the sequence examples above can appear in many suit combinations; the pure sequence examples are rarer but decisive when they occur.
How sequences are compared and tie-breaks
When two players both have sequences, the one with the highest-ranking card in the sequence wins. For example, 9‑10‑J loses to 10‑J‑Q. If sequences have identical ranks (possible only when cards are identical in rank composition), suits may be used as a tie-breaker—but suit hierarchy is not universal. Common suit precedence used by many players and platforms is Spades > Hearts > Clubs > Diamonds, but some groups use different rules. Always confirm the suit order at your table or platform.
Mathematics: how often do sequences occur?
Understanding probabilities helps you make rational decisions instead of emotional ones. For a standard 52-card deck, the total number of distinct 3-card combinations is C(52,3) = 22,100.
Count of sequences (including pure sequences): There are 12 rank-sets that form sequences (A‑2‑3 up through Q‑K‑A). For each rank-set there are 4×4×4 = 64 suit combinations, so total sequence combinations = 12 × 64 = 768. Of those, pure sequences (all three cards in the same suit) total 12 × 4 = 48.
- Sequence (all suits included): 768 combinations ≈ 3.48% of all hands
- Pure sequence (straight flush): 48 combinations ≈ 0.22% of all hands
- Sequence excluding pure sequence: 720 combinations ≈ 3.26% of all hands
By contrast, the other hand probabilities are helpful context:
- Trail (three of a kind): 52 combinations ≈ 0.235%
- Color (flush) excluding sequences: 1,096 combinations ≈ 4.96%
- Pair: 3,744 combinations ≈ 16.94%
- High card: the remainder of hands
These numbers explain why sequence hands are relatively uncommon but not astronomically rare—you’ll see them often enough that skillful play around them pays off.
Strategic implications and table tactics
Knowing the math is half the battle; applying it at the table is the other half. Here’s how to translate sequence probabilities and examples into strong decisions:
- Respect the threat of a sequence when community betting escalates. If multiple players are heavily betting and you are on K‑Q, be aware that Q‑K‑A or a pure sequence is possible. If pot odds don’t justify a call, fold.
- Use position and betting patterns. If you’re last to act and the table checks to you, a confident bet with a medium-strength sequence (e.g., 8‑9‑10) can often take down the pot; earlier positions should be more cautious.
- When to raise with a sequence. Pure sequences are almost always worth aggressive play. For ordinary sequences, size your raises to protect against drawing hands (e.g., pairs that can become trails) but be mindful not to overcommit versus potential pure sequences.
- Semi-bluffing with straight draws. Holding two consecutive cards with a gap (for example 7‑9) can be a credible semi-bluff if you represent a strong sequence. Be prepared to fold if the board action implies a higher sequence or pure sequence is likely.
- Observe suit clustering. If two players are pursuing cards from the same suit aggressively, the probability of a pure sequence appearing goes up; tighten up unless you hold the nut sequence candidate.
Reading opponents—examples from real tables
I once played a cash game where a player in late position repeatedly called modest bets and then over-committed when the pot got large. On two occasions he showed J‑Q‑K and later 10‑J‑Q, revealing a pattern: he chased sequences and folded nothing early. After adjusting, I started bluffing smaller pots with suited connectors and letting him hang himself when a higher sequence hit. The takeaway: watch tendencies, not just cards.
Another match involved a tournament final where a pure sequence beat a conservative player who had been folding to big raises. Being aggressive with a pure sequence at a single-suited board paid off because the opponent misread the relative rarity of the hand and chased a misleading pair.
Common misconceptions—and the correct approach
- "Sequences are so rare they don’t matter." False. At ~3.5% of hands, sequences appear frequently enough that you must plan for them strategically.
- "K‑A‑2 is a sequence." Typically false. Most Teen Patti rules do not treat K‑A‑2 as a valid sequence—confirm before playing.
- "Suits never break ties." Incorrect in some formats. Many games use suits as a secondary tie-breaker; others use different conventions. Clarify the rule set in any serious game.
Resources and where to practice
To test the examples and strategies in real time, practice in low-stakes games or use online play to track hand frequencies. For reference and practice games, visit keywords for tutorials and simulated play. For focused study, try setting up small bankroll sessions and logging every hand that includes a sequence—over 200–500 hands you’ll see patterns and frequency align with the math above.
Also consider discussing rules before each session—especially the treatment of Ace sequences and suit tie-breaks—so you never lose on a technicality.
Closing: practical checklist for sequences
- Confirm variant rules (Ace low/high, suit order).
- Remember probabilities: sequence ≈ 3.48%, pure ≈ 0.22%.
- Play pure sequences aggressively; evaluate ordinary sequences by position and pot odds.
- Watch opponents’ betting shapes for clues about drawing behavior.
- Practice and log hands—real experience refines intuition faster than theory alone.
If you want a compact cheat sheet for play or a printable list of classic Teen Patti sequence examples and their exact probabilities, tell me how you play (home rules vs. online) and I’ll tailor a one-page guide you can use at the table.
For more drills, example hands, and guided practice on sequences and other Teen Patti concepts, check out keywords.