Ten and a Half
Also known as: Ten Half, 10.5
One banker, three challengers. Five dragons pay double.
Four-player human or AI tables with points or beans. Extra humans can back challengers. Refill or change banker after the bank empties; retire after net profit reaches the opening bank.
- Players
- 4–12 players
- Ways to play
- Friend rooms · Play with bots
- Clubs
- Not available in clubs
- Chips & scoring
- Shared gold beans or separate practice chips
- Category
- Card games
- Platforms
- Web · Telegram · iOS · Android
Fair play in Ten and a Half, without exploitation
The server shuffles randomly and applies the room’s action and scoring rules. Membership tier is not an input to dealing. Per-game cryptographic verification records are not currently available for this game.
Fair play without exploitation: funded by memberships, not player losses. No manufactured hands or advantages for sale. Membership never changes the deal, rules, or outcome. No real-money play.
See fairness mechanisms and verification scope →Learn the basics. Then take a seat.
- 01
Choose humans or AI and points or beans, and invite friends.
- 02
Add 10/50/100 chips and confirm. After all bets lock, roll dice and count clockwise with the banker as one.
- 03
Deal, act, reveal and settle clockwise in the same order, including the banker. Then bet again; side bets still settle after main seats.
Ten and a Half · Rules and scoring
These are the rules used by BluffKing. Regional variants can differ; check the game settings before playing.
How results are settled
Five dragons lead; the banker adds 0.5 for comparison only. Busts use actual points.
Playing rules
- The main table has 4 players. The host remains banker. Each hand uses a fresh 52-card deck without jokers; A is 1, 2–10 count at face value, and J/Q/K are 0.5.
- After all bets lock, roll two dice and count clockwise with the banker as one. Deal one private card each, then hit or stand, reveal, compare and settle main seats in the same order, including the banker at their position. A turn ends on 10.5, 5 cards or a bust.
- Five dragons means 5 non-busting cards and beats non-five-card hands. Otherwise compare totals with 0.5 added to the banker; ties favor the banker. Actual totals above 10.5 bust. A busted challenger loses even if the banker later busts.
- Challengers win ×1 net on ordinary hands and ×2 on ten-and-a-half or five dragons, without stacking bonuses. The banker collects ×1 when winning on losing challenger hands. Human bankers freely hit or stand.
- Choose humans or AI, and practice points or gold beans. Points cannot be exchanged for beans. AI uses only its own cards; human timeouts stand. Cards stay private during play; after all turns end, reveal in order and settle. Refresh to reconnect; rules, records and chat are in the top-right menu.
- Human rooms have up to 8 extra side-bettor seats. Before cards are dealt, back one challenger, never the banker. Side bets follow that hand, including ×2 net wins on special hands. Add chips with +10/+50/+100, then confirm; reset before confirming. Main bets are base-stake multiples within the stack; timeouts use the base stake and side-bet timeouts skip. Settlement starts the next betting round.
- Settle main challengers in deal order, then side bets in confirmation order. Short payouts use only the remaining bank, never proportional sharing. At zero, stop: all later bets are void, including losses, with stakes retained and no debt. Refill and reopen or let another player bank. A banker may request retirement after net profit reaches the opening bank; it takes effect after the current hand. Top-ups are not profit.
Before you play
Ten and a Half is also known as Ten Half or 10.5. BluffKing Ten and a Half offers Half-point cards · Hit or stand. Four-player human or AI tables with points or beans. Extra humans can back challengers. Refill or change banker after the bank empties; retire after net profit reaches the opening bank. Player count: 4–12 players. Friend rooms are available. Computer practice is also available. Start in a browser without downloading; this page describes BluffKing’s rules, not every regional variant.
52 cards; A is 1, J/Q/K are half a point, at most five cards. Five non-busting cards beat other hands. Add half a point to the banker for comparison; ties favor the bank. Actual totals determine busts. Challenger and side-bet wins pay 1x, or 2x for ten-and-a-half or five dragons, without stacking.
Settle main challengers in deal order, then side bets in confirmation order. The last payout is capped by the remaining bank. At zero, later bets are void, even losses, with stakes retained and no debt. A bank of 500 pays the first winner 200, then pays only 300 of a second winner's 600 entitlement; all later bets are void.
The host banks first. An empty bank ends the round; refill or change banker. Net profit equal to the opening bank permits retirement after the current hand. Top-ups are not profit. Human bankers freely hit or stand.
Choose separate practice chips or account beans. Practice chips cannot be converted to beans. Bean buy-ins reserve your account balance, settle under this game’s rules and release the remaining beans when you leave. Neither has monetary value.
Yes. Open BluffKing Ten and a Half in a browser on Android, iPhone or a computer. Use this page’s Play button to open the game at https://app.bluffking.ai/games/tenhalf without installing an app.
BluffKing Ten and a Half friend rooms support 4–12 players. Create a human-player room in the game lobby and share a link from Invite friends at the table, or its 4-digit room code. Friends open BluffKing, tap Join Game and enter the code; they do not need to choose a game first. Playing with other people requires an account; signed-out players register or sign in before returning to the invitation. You can also choose computer practice. See the game-specific rules and scoring on this page.
BluffKing Ten and a Half lets you invite people you know into the same internet-connected room without using stranger matchmaking. Even when sitting together, each friend connects through their own device. This is not offline play, LAN-only multiplayer or a scorekeeper for a physical tabletop game. See this page’s friend-room answer for invitations; supported count: 4–12 players.
BluffKing Ten and a Half is for practice and entertainment, with no real-money bets, deposits, cash prizes or cash-out. Scoring: Shared gold beans or separate practice chips, with no monetary value. Membership does not change rules or outcomes.
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