Four main players with extra side bettors

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.

Four main players plus side bettorsTen-and-a-half and five dragons pay up to doubleBet before dice; play proceeds clockwiseSeparate practice chips or shared beans
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
Ten and a Half · Game illustration

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.

  1. 01

    Choose humans or AI and points or beans, and invite friends.

  2. 02

    Add 10/50/100 chips and confirm. After all bets lock, roll dice and count clockwise with the banker as one.

  3. 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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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