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How to play Kitti

2–5 players · 52 cards · Updated November 10, 2026

Kitti turns nine cards into three decisions. You arrange your hand into three groups of three, strongest first, and compare each group with the same position in everyone else's hand. EverestBuzz offers two scoring choices, so agree on the one you want before the first deal.

What you need

Two to five players use one standard 52-card deck. Each player receives nine cards, and a game runs for three rounds. Your task is to save three legal groups in descending strength. Each card belongs to one group. Looking at possible arrangements before saving helps you avoid wasting a useful pair or suited run.

Card values

Strongest to weakestWhat the group contains
TrailThree cards of the same rank
Suited runThree consecutive ranks in one suit
RunThree consecutive ranks
FlushThree cards of one suit
PairTwo cards of one rank and a third card
High cardNo stronger category

A-2-3 is the highest run, followed by A-K-Q. K-A-2 is not a run. Groups in the same category are compared by rank, and suits never break ties. A flush sits below a run in this profile. Learn that order before deciding that three attractive cards belong together.

The position of a group matters as much as its category. Group one is compared with group one, group two with group two, and group three with group three. A strong first group does not directly compete against an opponent's third group.

How a turn works

  1. Look through all nine cards and identify trails, possible runs, flushes and pairs. Keep several arrangements in mind before saving anything.
  2. Choose three cards for your strongest group. Then plan the second and third groups from what remains.
  3. Use the grouping helper if useful. It previews three triples and offers up to twelve possible arrangements using your own cards.
  4. Swap cards between groups to improve the whole hand. The helper supports direct group selection and swaps; it cannot see opponents' hidden cards or guarantee a win.
  5. Save the groups in strongest-to-weakest order. You can save all three together or use the sequential saves. Before saving the final group, reset your groups if you need to start again.

The game checks the order before accepting an arrangement. That check is useful feedback while learning. If the arrangement is rejected, compare categories first, then ranks within equal categories. Try moving the stronger group earlier rather than repeatedly saving the same order.

How a round ends and Scoring

Once groups are saved, corresponding groups are compared. Under Any two of three, a player with at least two best groups earns one round point. Groups one and three count together. A tied-best group counts for each tied player. If nobody reaches two best groups, the round is tied and nobody scores.

For example, in a three-player round, the first player has the best groups one and three. The second has the best group two. The first earns 1 point, and the others earn 0. Under Group points, that same result awards the first player 2 and the second player 1. The third player still earns 0.

For a different result, suppose each of three players has exactly one best group. Any two of three gives everyone 0 for the round. Group points gives everyone 1. Tied-best groups count for every player tied at the top; no suit is chosen to separate them. Keep the selected scoring mode in mind when reading the round history.

House-rule choices at EverestBuzz tables

Choose Any two of three or Group points before starting a new game or table. The room keeps that choice during play and rematches. Create a new table to change it. These are explicitly the EverestBuzz house grouping and scoring rules.

Beginner tips

Kitti here is points only: no money, bets or prizes.

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