How to play Kitti
Also called nau patti (नौ पत्ती) or 9 patti, nine cards, and written Kitty. In English: Nine-card Brag.
Kitti (किट्टी) is a Nepali card game for two to five players in which everybody gets nine cards and splits them into three hands of three, strongest first. The hands are shown against everybody else's one round at a time, and the best hand takes each round. Take two rounds in a row and you win the pot.
A deal where nobody takes two in a row is itself called a kitti, and the pot waits on the table for the next deal. Take all three rounds and it is a salami, which costs everybody who stayed in one stake more.
Set the table up with your own house rules
- Players
- 2 to 5
- What you need
- One pack of 52 cards
- How long
- Five deals, a minute or two each
At a glance
| Hand | What it is | Example |
|---|---|---|
| Trail | Three of one rank | Three queens |
| Pure run | Three in order, one suit | Ace, king, queen of hearts |
| Run | Three in order, mixed suits | 4, 5, 6 |
| Colour | Three of one suit, not in order | 2, 7, 10 of spades |
| Pair | Two of one rank and one other | 9, 9, 4 |
| High card | None of these | King, 8, 3 |
Ace, king, queen is the best run here and ace, two, three the second, and a setting turns that round. Four of a kind among your nine wins the deal on the spot. Where the table plays it, a two, three and five in three different suits beats everything.
The same table on one card, to keep on your phone or send to the family group. Tap to open it.Rules checked 28 October 2026. How these rules are written
What the game is
Every player puts an equal stake into the pot and receives nine face-down cards. After looking at them, you can either 'pack' and sit out, or arrange your nine cards into three separate hands of three.
There are no turns, trumps, or suits to follow. Once everyone has set their hands, they are revealed one by one and compared. The best hand wins that specific round. If a player meets the winning conditions across the three rounds, they take the pot.
Kitti revolves around a single crucial decision: how to split your cards. After that, the game plays itself automatically, making deals fast but the initial strategy essential.
The deal
- Everybody puts one stake into the pot.
- The dealer gives nine cards to each player, face down.
- Everybody at once, each on their own, 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. Nobody gets up from a kitti, though: if the last deal is one, the table deals again until somebody takes the pot. |
| 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, which the table calls a set. 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.
How other families play it
Every family plays it a little differently. These are the ways we know of. The ones with a button are house rules this table can play.
Any two of the three rounds
One Kathmandu studio's rules give the deal to whoever takes any two rounds, and its app offers both. A kitti then hardly happens, and between two players it cannot. Four other sources give two in a row, the default here.
Ace, two, three as the best run
Many tables in Nepal and the whole Brag tradition put ace, two, three above ace, king, queen, as Teen Patti does. The one Nepali source with a full ranking table puts ace, king, queen first, and so does this table by default.
Two, three, five beats everything
A two, a three and a five in three different suits beat every other hand, a trail of aces included. It is a regional rule, and the table has it as a setting.
Four pairs void the deal
Four pairs among your nine cards cancel the deal: nobody wins, everybody stakes again and the cards are dealt again. It is standard in the British game and thin on the ground in Nepal.
Three nines as the best trail
British Nine-card Brag makes three nines the top trail, because nine is the game's number, and other British tables use threes or sevens. No Nepali source carries it over, so the table here keeps three aces on top.
Questions people ask
How do you play Kitti card game?
Everybody stakes, gets nine cards and splits them into three hands of three, strongest first. The first hands are shown against each other, then the second, then the third, and the best hand takes each round. Two rounds in a row win the pot.
What is Kitti called in English?
Nine-card Brag is the nearest English game: nine cards each, split into three hands of three and shown round by round. In Nepal it is also called nau patti, nine cards, and in English it is often written Kitty.
How many cards does each player get in Kitti?
Nine, from one pack of 52. Two to five can play, since five hands of nine use 45 of the 52 cards.
Do you have to put your best hand first in Kitti?
Yes. Your three hands are shown strongest first, so a trail you make goes down in round one whether that suits you or not. The table puts them in that order for you.
Do you win Kitti with any two rounds?
Not by default. You need two rounds in a row: the first and second, or the second and third. Taking the first and third wins nothing. A setting lets any two of the three win.
What is a kitti?
A deal nobody wins, because no player took two rounds in a row. The pot stays on the table for the next deal, on top of the new stakes. A drawn round, where two hands tie for best, counts for nobody.
What is a salami in Kitti?
Taking all three rounds. You collect the pot and one more stake from every player who did not pack.
What is the best hand in Kitti?
Three aces, the best trail, unless the table plays the two, three, five rule. Four of a kind among your nine cards does better still: it is shown before anybody splits and wins the deal on the spot.
What happens when you pack in Kitti?
You lose the stake you put in and sit the deal out. Playing on costs nothing more, so packing only saves you the extra stake a salami collects.
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.