How to play Kitti
Kitti is the Nepali nine-card game, known in the British rule books as Nine-card Brag. You are dealt nine cards and you split them into three hands of three. Those hands are shown one at a time against everybody else, and the whole game is in how you split them, because the order they go down in is fixed by the rules rather than chosen by you.
- Players
- 2 to 5
- What you need
- One pack of 52 cards
- How long
- Five deals, a minute or two each
What the game is
Everybody puts an equal stake into the middle and is dealt nine cards face down. You look at them, and you either pack and sit the deal out, or you split your nine into three hands of three.
There are no turns, no trumps and nothing to follow. Once everybody has split their cards, the hands are turned over one at a time and compared, and the best hand takes that round. Three rounds, and then the pot goes to whoever met the winning condition.
So Kitti has exactly one decision in it. Everything after the split is arithmetic, which is why a deal takes a minute and why the split is worth thinking about.
The deal
- Everybody puts one stake into the pot.
- The dealer gives nine cards to each player, face down.
- Starting to the dealer’s right, each player either packs or splits their nine cards into three hands.
- When everybody has spoken, the hands are shown.
Packing costs you the stake you have already put in. It is worth doing only when a hand is hopeless, because once your stake is in, playing on costs nothing more. The one thing packing saves you from is the extra stake a salami collects.
Splitting the nine
Your three hands must be laid out strongest first. This is the rule the game turns on, and it is the part every newcomer gets wrong, because every other card game lets you hold something back.
Here you cannot. If you make a trail, it goes down in round one whether that suits you or not.
Nine cards split three ways gives 280 possible hands, and the order is settled the moment you choose one. That is the whole decision and there is nothing left to play afterwards.
The interesting part is that strength does not add up. A hand that is enormous in round one wins the same single round a merely good hand would, and the material you spent on it is gone.
What beats what
Hands rank the way they do in Teen Patti. Any hand of a higher kind beats any hand of a lower one, so the worst run beats the best colour.
- Trail: three of the same rank. Three aces is the best, three twos the worst.
- Pure run: three in order, all one suit.
- Run: three in order, mixed suits.
- Colour: three of one suit, not in order.
- Pair: two of the same rank, and an odd card.
- High card: none of the above.
Runs need care, because this is where tables disagree and where a pot gets argued over.
This table plays ace, king, queen as the best run and ace, two, three as the second. Many tables in Nepal and the whole Brag tradition have it the other way round, so it is a setting on the game’s page. King, ace, two is not a run under either.
Suits never break a tie. Two hands with the same ranks are equal, which is what makes a drawn round possible.
The three showings
- Everybody turns over their first hand. The best one takes round one.
- The winner of round one shows first in round two, and so on.
- The third hands go down last.
If two hands tie for best, nobody takes that round. It is drawn, and a drawn round counts for neither of them.
Nothing is decided during the showing. You cannot hold a hand back, reorder it or bluff with it, so once the cards are down the deal plays itself out.
Winning the deal
You win by taking two rounds in a row: the first and the second, or the second and the third.
Taking the first and the third wins nothing at all. That is the sentence worth reading twice, and it is what makes round two the one that matters, because every winning pair contains it.
Take all three and it is a salami. You collect the pot and one more stake from everybody at the table, and at a real table people salute you for it.
When nobody takes two in a row, the deal is a kitti. Nobody wins, and the pot stays on the table for the next deal on top of the fresh stakes. The game is named after this, which tells you how often it happens.
That is also a tactic. A player who cannot win a deal can still take round one or round three and deny it to everybody else, which is worth knowing the first time somebody does it to you.
Hands that settle themselves
Four cards of one rank among your nine is shown straight away and takes the deal on the spot. If two players have four of a kind, the higher rank wins.
This is not a bonus so much as a necessity. Four of a kind cannot be split across three hands without being broken up, so the ordinary shape of the game has no good answer for it.
Two other rules are off unless the table turns them on. Four pairs among your nine voids the deal: nobody wins, everybody stakes again, and the cards come round again.
The other is the two, three, five. Where it is played, those three cards in three different suits beat everything, a trail of aces included. All three suits must differ, so a two, three and five with two cards of one suit is an ordinary high-card hand and nothing more.
Playing it well
- Round two is the pivot. Both ways of winning contain it, so material spent anywhere else is worth half as much.
- Spreading your nine cards evenly across three hands is the beginner’s split. It takes rounds and wins no pots.
- You cannot sandbag the first hand, because the first hand is by definition your strongest. What you can do is decide how much to waste on it.
- Count the seats. A hand that beats one opponent four times in five beats three of them barely half the time.
- Watch what an opponent shows first. Because the order is forced, a pair in round one tells you their whole hand is weak.
- When you cannot win, play for the kitti. Take one round, break everybody else’s pair, and the pot sits there for a deal you might.
The settings
The first two change how the game is played rather than how long it takes.
| Setting | Standard | What it changes |
|---|---|---|
| Players | Four | Five is the most the pack allows, because five hands of nine is 45 of 52 cards. At two seats the game is quick and the kitti is common. |
| Rounds | Five deals | How long a match runs. Nothing traditional decides this, because at a real table Kitti is played deal after deal until people stop. |
| A deal is won by | Two rounds in a row | The rule the game is named for. Any two of three is a softer game where the kitti almost never happens, and heads-up it cannot happen at all. |
| Best run | Ace, king, queen | Which run is best. Turn it round and ace, two, three goes on top, which is how Teen Patti and the British parent game play it. |
| Two, three, five | Off | A two, a three and a five in three suits beating everything, a trail of aces included. Regional, and it turns the worst-looking cards in the pack into the best hand. |
| Four pairs | Off | Four pairs among your nine voids the deal and everybody stakes again. Standard in the British game and thin on the ground in Nepal. |
| An undecided pot | Carries over | Whether a pot nobody won stays on the table. Carrying it makes forcing a kitti cost something. Turned off, every deal stands on its own. |
| Difficulty | Medium | How the bots split their nine. An easy bot spreads them evenly, which is the wrong game. A hard one plays for two rounds in a row and counts the seats. |
The words
- Kitti
- The game, and also the deal nobody wins. When no player takes two rounds in a row, the table is kitti and the cards come round again.
- Salami
- Taking all three rounds. Literally a salute, and at a real table you get one. It collects the pot and an extra stake from everybody.
- Set
- One of your three hands of three cards. The British books call it a brag.
- Nau patti
- Nine cards. The name the game goes by in parts of Nepal, and what it is sold as in the shops.
- Pack
- To fold: to give up your stake and sit the deal out rather than split your cards.
- Pot
- The stakes in the middle, including anything carried over from a deal nobody won.
- Ante
- The stake everybody puts in before the cards are dealt.
- Trail
- Three cards of the same rank. Also called a trio or a prial.
- Run
- Three cards in order. Pure if they are all one suit.
- Colour
- Three cards of one suit that are not in order. A flush.
- Drawn
- A round where two hands tie for best. Nobody takes it, and a drawn round breaks a run of two.
Every rule on this page is the one the app plays by. Change any of them on the game's own page before you start.