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3-2-5

Card games · Trick-taking

Also Teen Do Panch, 2-3-5, 5-3-2

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Summary — 3 players

3-2-5 is a three-player trick-taking game where each seat chases its own quota of tricks, and the first to 25 points wins. Players who beat their quota pull cards from those who fall short before the next deal, reshaping each hand. Known in South Asia as Teen Do Panch, play runs deal after deal to the target.

Scored by
one point for every trick taken; a deal's quota decides who steals cards before the next one, not the score
Origin
India, Pakistan and Nepal.

Rules

How to play

Players and equipment

3-2-5 is a game for exactly three players, known in India, Pakistan and Nepal as Teen Do Panch. You strip a standard 52-card deck down to thirty cards: take out every 2, 3, 4, 5 and 6, then two of the four 7s, keeping only the 7 of hearts and the 7 of spades. In each suit the cards rank A-K-Q-J-10-9-8-(7) from high to low, so the two surviving 7s are the lowest card in their suits. Deal and play both move counter-clockwise, which feels backwards the first time you try it.

Each seat carries a fixed quota of tricks to chase for the deal: the dealer's quota is 2, the seat to the dealer's right is 5, and the seat to the dealer's left is 3. Those numbers never move seat to seat — only the deal itself rotates, so over a sitting everybody takes a turn at each quota.

To settle who deals first, pull a 2, a 3 and a 5 out of the discarded cards, shuffle them face down and let each player draw one blind. Whoever draws the 2 deals first; the 5 sits to that dealer's right and the 3 to the left, so the first deal's quotas match the cards just drawn. After that, the deal passes to the right every time.

The deal

The dealer shuffles and the player on their right cuts. Deal five cards to each player in a round, starting on the dealer's right and finishing with the dealer. Once everyone has five, the player who was dealt first — the quota-5 seat — names trumps out loud. Only then does the dealer finish the deal: three more cards each in the same order, then two more each, so everybody ends up holding ten cards.

From the second deal of a sitting onward, the hands are adjusted before anybody plays a card. Anyone who took more tricks than their quota last deal gets to pull cards from anyone who took fewer: one card for every trick over, one card given up for every trick under. The player short of quota fans their ten cards face down; the player over quota picks one blind and takes it unseen, then slides back an unwanted card of their own, face down, with two rules — it can't be the card they just took, and it has to come from a suit where they still keep at least two cards afterwards. Work through every over-quota player against every under-quota player this way (the seat to the dealer's right goes first if two players are over; the dealer is pulled from first if two are under) before a card is led. Skip all of this on the very first deal of a sitting, and skip it in any later deal where everybody landed exactly on their own quota — those hands stay exactly as dealt.

Play

In every deal the quota-5 seat leads to the first trick; after that, whoever won the last trick leads the next one. You may lead any card you hold. Everybody else must follow suit if they can — play a card of the suit that was led. Holding none of that suit, you may play anything at all, trump included. There is no obligation to beat a card already played to the trick, so a low card can sit happily on top of a high one.

A trick is won by the highest trump played to it, or, where nobody trumped, by the highest card of the suit that was led. Keep the tricks you have won face down but squared up in front of you, so everyone at the table can see at a glance how close each player is to their own quota.

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