Guides › Badam Satti › Rules
How to Play Badam Satti
Badam Satti is a card-shedding game for three to six players, played with a standard 52-card deck and nothing else — no board, no dice, no draw pile once the deal is done. Four suit rows grow outward from their sevens as players lay cards down in turn, and the first person to empty their hand wins the round while everyone else is scored on whatever they’re still holding. “Badam” is the Hindi word for hearts, and the whole game is built around the seven of hearts, which always opens play.
Overview and the goal
Every card in the deck is dealt out before a round begins, so there’s no stock to draw from and no hidden reshuffle to change what’s possible — what’s in your hand at the start is everything you’ll ever have. On your turn you either extend one of the four suit rows with a legal card or, if you truly have none, you’re forced to pass. The round ends the moment anyone empties their hand, and the goal across a full match is to finish with the lowest total of penalty points.
Components
A single standard 52-card deck: four suits (hearts, spades, diamonds, clubs), each with thirteen ranks from ace through king. There’s no board and nothing beyond the cards themselves — the four suit rows exist only on the table as cards are played into them.
Setup
Shuffle the full deck and deal every card out, one at a time around the table, until nothing is left. With three, five, or six players the deal doesn’t split evenly, so some players simply end up with one extra card — that’s expected, and it evens out over the course of a match since who gets the extra card rotates round to round. Whoever holds the seven of hearts opens the round by playing it, with no exception.
The layout
Four suit rows exist independently of each other, and each one is built outward from its own seven. Ace sits at the very bottom of every row and king at the very top, so a fully built row eventually reads ace through king with the seven planted in the middle where it started. A suit’s row doesn’t exist at all until its own seven has been played — there is no other way to open one.
A turn, step by step
On your turn, a card is playable if it’s a seven — sevens are always legal, since they open a brand-new row — or if it’s the exact next card up or down from an already-open row of the matching suit. If you hold any legal card at all, you must play one; passing is never a choice while you have an option. If you genuinely have no legal card, you’re forced to pass, and the turn moves on.
Worked example: the seven of hearts opens the round. Later, a player holding both the six and the eight of hearts could legally extend that row in either direction. If they choose to play a different legal card instead — because they have one — that’s entirely allowed. Nobody is ever required to play a seven or a row-extending card just because it happens to be legal; you only ever have to play something legal.
Special rules and edge cases
You’re free to sit on a seven for as long as you have some other legal move available, quietly denying that entire suit to the rest of the table — the only sevens you’re ever forced to play are the very first one that opens the round, and any seven that eventually becomes your one remaining legal option. Because the whole deck is dealt out at the start and nothing is ever drawn afterward, every pass and every play is real information about what’s left in other hands, with no hidden reshuffle to muddy it. And since ace sits at the bottom of every row and king at the top, holding either one late in a round can mean waiting a long time before that row builds far enough for you to finally play it.
How the round ends and is scored
The instant any player plays their last card, the round stops immediately. That player wins the round and scores zero. Everyone else is scored on exactly the hand they’re holding at that moment — add up the point value of every remaining card, where ace counts 1 and king counts 13.
Worked example: a round ends with one player out. The three remaining players are holding a five of clubs (5 points), a ten of spades plus a four of diamonds (14 points), and a king of hearts plus a jack of clubs (24 points). Those totals become their round scores, while the player who went out scores 0.
Scores accumulate across a full match, five rounds by default, and after the final round the player with the lowest total wins. Ties are broken first by whoever was holding fewer cards at the very end of the match, then by whoever won the most rounds outright, then by average finishing position across the whole match — if it’s still tied after all of that, the win is shared between the tied players.
Variants
All of the following are available in private games only, never in ranked or matched play, so a ranked result always reflects the same ruleset for every player:
| House rule | What changes |
|---|---|
| Sevens First | You must play a seven the instant it’s legal, even if you have another legal card |
| Flat-10 scoring | Ace, jack, queen, and king are all worth 10 penalty points instead of their normal rank value |
| Limited Passes | Each player gets exactly 3 passes per round, and may use one voluntarily even with a legal card in hand — running out of passes with no legal move eliminates you for the rest of the round |
| Ace High | Rows run from 2 up to king and then ace, so ace becomes the top terminator instead of the bottom one |
| Eight Before Six | In every suit, the eight must be played before the six — each row has to build upward first |
| One Final Turn | After a player goes out, everyone else gets exactly one more turn before hands are scored |
| Round Count | Choose 3, 5, or 7 rounds for a private match instead of the default 5 |
Quick-reference summary
| Setting | Value |
|---|---|
| Players | 3 to 6 |
| Deck | Standard 52 cards, no jokers, no board |
| Deal | The entire deck, evenly where possible |
| Opens the round | Whoever holds the seven of hearts |
| Legal move | A seven, or the next card up/down from an open row of that suit |
| Passing | Only allowed when you have no legal card |
| Round ends when | Any player empties their hand |
| Scoring | Winner scores 0; others score the rank total of cards still in hand |
| Match length | 5 rounds by default (3 or 7 available in private games) |