In a standard three-card Teen Patti deal, a pair occurs in about 16.94% of hands, a trail in about 0.235%, and a pure sequence in about 0.217%. These are probabilities of receiving a hand category, not probabilities of winning a round.
The table below comes from enumerating every possible three-card combination in a 52-card deck. The categories do not overlap: a pure sequence is not counted again as a colour or a normal sequence. This makes the figures useful for understanding the game without treating them as a betting system.
On this page
The six probabilities at a glance
Swipe sideways if the table is wider than your screen.
| Hand category | Number of hands | Probability | About one in |
|---|---|---|---|
| Trail / three of a kind | 52 | 0.235294% | 425 hands |
| Pure sequence / straight flush | 48 | 0.217195% | 460.4 hands |
| Sequence / straight, excluding pure sequences | 720 | 3.257919% | 30.7 hands |
| Colour / flush, excluding pure sequences | 1,096 | 4.959276% | 20.2 hands |
| Pair | 3,744 | 16.941176% | 5.9 hands |
| High card | 16,440 | 74.389140% | 1.34 hands |
| Total | 22,100 | 100% | — |
“About one in” is the reciprocal of the probability, rounded for readability. It is a long-run frequency, not a schedule. Getting no pair for several deals does not make a pair due on the next independent, freshly shuffled deal.
The table follows the usual Teen Patti ranking order. Pure sequences are slightly rarer than trails in this model, even though a trail ranks higher. A game's ranking rules do not have to follow the exact rarity of each category.
What this calculation assumes
Each deal contains three distinct cards from a fairly shuffled, standard 52-card deck, with no jokers or wild cards. Suits have equal status for counting purposes. Dealing the same three cards in a different order does not produce a new hand.
There are 12 accepted rank sequences: A-2-3, 2-3-4, 3-4-5, 4-5-6, 5-6-7, 6-7-8, 7-8-9, 8-9-10, 9-10-J, 10-J-Q, J-Q-K and Q-K-A. K-A-2 is excluded. Changing whether A23 or AKQ ranks highest does not change these counts if both remain valid. A house rule that excludes one of them does change the table.
Joker Teen Patti, AK47 and other wild-card variants need separate calculations. Do not reuse these figures after changing which cards act as jokers or how a winning hand is formed.
How the 22,100 hands are counted
Choose three cards from 52 without caring about order: C(52,3) = 52 × 51 × 50 ÷ 6 = 22,100. Dividing a category's count by 22,100 gives its probability.
Trails and pure sequences
A trail has one rank and three of its four suits: 13 × C(4,3) = 52. A pure sequence has one of the 12 accepted rank runs and a single suit: 12 × 4 = 48.
Ordinary sequences and colours
For each accepted run, each of the three ranks can have any of four suits. That gives 12 × 4³ = 768 sequences including pure sequences. Remove the 48 pure sequences to get 720 ordinary sequences.
For a colour, first choose a suit and then three of its 13 ranks: 4 × C(13,3) = 1,144. Removing 48 pure sequences leaves 1,096 colours. This subtraction prevents the same suited run appearing in two rows.
Pairs and high cards
Choose the pair's rank, its two suits, and a third card from a different rank: 13 × C(4,2) × 12 × 4 = 3,744. The different-rank restriction keeps trails out of the pair category.
High cards are everything left: 22,100 − 52 − 48 − 720 − 1,096 − 3,744 = 16,440. As a cross-check, all six counts sum to 22,100.
Worked examples: category versus specific hand
An exact set of three named cards is only one of the 22,100 possible hands. A category groups many such sets together. Confusing the two makes a rare-looking individual hand seem more unusual than another equally specific hand.
Swipe sideways if the table is wider than your screen.
| Question | Count | Calculation |
|---|---|---|
| Any trail | 52 | 52 ÷ 22,100 = 0.235294% |
| Any trail of aces | 4 | 4 ÷ 22,100 = 0.018100% |
| Exactly A♠ A♥ A♦ | 1 | 1 ÷ 22,100 = 0.004525% |
| Exactly A♠ 7♥ 3♦ | 1 | 1 ÷ 22,100 = 0.004525% |
| A pair of aces, with a non-ace third card | 288 | 6 × 48 ÷ 22,100 = 1.303167% |
The two exact hands have the same probability before the deal. They have very different strengths after the deal. Probability and hand ranking answer different questions.
Why these are not your odds of winning
A pair appearing in 16.94% of your hands does not mean that a pair wins 16.94% of rounds. Winning depends on opponents' hands, how many players remain, the rules and the information available. Other players receive cards from the same deck, so their hands within one deal are not independent of yours.
Likewise, a run of weak hands is not evidence that the next deal must compensate. For 100 independent deals with a fresh shuffle each time, the chance of receiving at least one trail is 1 − (424/425)¹⁰⁰, approximately 20.99%. Even that number says nothing about whether those hands would win or make a profit.
Use this page alongside the Teen Patti sequence list when you want to identify a hand. For equal-category comparisons, read the tie rules. Neither hand-frequency figures nor a stronger category guarantees a financial outcome.
How we checked the table
We enumerated all unordered three-card combinations, tested trails first, then pure sequences, sequences, colours, pairs and high cards, and assigned each hand to exactly one category. The resulting counts match the independent formulas above.
The calculation is our own; the rules reference below establishes the standard deck and hand categories. Read the table with its assumptions rather than applying it to a differently configured app or a wild-card table.

