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Online Gaming Legal States in India: The State-by-State RMG Map

By Rohan Mehta · Last reviewed

The 40-second answer

In summary: As of 1 May 2026, India’s central PROGA 2025 law bans all online money games in every state — skill or chance — so there are no “legal states” for real-money play. Telangana, Andhra Pradesh, Assam and Odisha were the original hard-ban states; now the ban is nationwide. A Supreme Court challenge is set for 21 January 2026.

There is no longer a list of “online gaming legal states in India” for real-money play. As of 1 May 2026, the central Promotion and Regulation of Online Gaming Act, 2025 (PROGA) bans all online money games nationwide — skill or chance — so the old state-by-state patchwork that once made rummy and fantasy sports legal in most states but banned in a few has been overridden. “Dream11 banned states” used to mean places like Telangana, Andhra Pradesh, Assam, Odisha, Sikkim, Nagaland and Tamil Nadu; now Dream11’s paid contests are suspended everywhere in India. The state distinction still matters for free-to-play and for the constitutional fight — PROGA is challenged in the Supreme Court, with a hearing set for 21 January 2026 on whether the Centre can override states’ Entry 34 power over “betting and gambling.” This page is information, not legal advice.

Editor’s note, up front. This is a long reference page, written to be read in pieces. If you only want the headline: the answer to “which states is online real-money gaming legal in” is, for the moment, none of them — PROGA banned the whole category centrally. The interesting part is how India got there, because the pre-PROGA map was a genuine mess of state bans, court rulings that struck several of those bans down, and a handful of states that went the other way and licensed online gaming. We map all of it, then explain why the state distinction has largely collapsed and what could revive it. Every claim below is sourced; nothing here is legal advice or a personal account.


For roughly twenty years, the legality of real-money gaming (RMG) in India turned on two questions stacked on top of each other. First: is this particular game a game of skill or a game of chance? Second: does your particular state allow staked play of that game? The second question is the one this page is about, and it produced a map that changed almost every year between 2017 and 2025.

The reason the map existed at all is constitutional. Under the Seventh Schedule of the Constitution of India, legislative power is split into three lists. Entry 34 of the State List gives states — not the Centre — the power to legislate on “betting and gambling.” That single entry is why, for two decades, gambling law in India was a state matter: each state could write its own gaming act, decide what counted as gambling, and set its own penalties. The result was 28 states and several union territories each running a slightly different rulebook, anchored to a colonial-era template (the Public Gambling Act, 1867) that most of them inherited or copied.

Layered on top of that was a judicial doctrine older than the internet: the game of skill exception. Indian courts, going back to Supreme Court rulings in the 1950s and 1960s, held that a game in which success depends substantially on skill rather than chance is not gambling, and so falls outside the gambling prohibitions that states are allowed to impose. Rummy was specifically blessed as a game of skill by the Supreme Court in State of Andhra Pradesh v. K. Satyanarayana (1968). That doctrine is what let companies like Dream11, RummyCircle, MPL and Games24x7 build a multi-billion-rupee industry: they argued, with court backing, that their games were skill-based, and therefore legal even in states whose laws banned “gambling.”

So the real question was never simply “is online gaming legal in my state.” It was: “does my state’s gaming law (a) ban only games of chance, leaving skill games legal, or (b) ban all staked play including skill games — and if (b), has a court struck that ban down?” Different states answered differently, and the courts then re-answered several of them. That is the patchwork. PROGA 2025 didn’t just add a new layer to it — it tried to replace the whole thing with one central rule.

The three buckets every state fell into, pre-PROGA

Before PROGA, every state sat in one of three buckets, and knowing which bucket your state was in told you almost everything:

  • Skill-permissive (the majority). These states followed the colonial template: they banned “gambling” but carved out games of skill. Online rummy, poker and fantasy sports operated here on the skill argument. Most of India — Maharashtra, Uttar Pradesh, West Bengal, Rajasthan, Madhya Pradesh, Delhi and many more — lived in this bucket. West Bengal’s law even named rummy explicitly as exempt.
  • Total-prohibition (the strict minority). A handful of states banned all staking, with no skill exception — meaning even rummy and fantasy sports were illegal for money. Assam, Odisha, Telangana and Andhra Pradesh are the classic members. This is the original source of “Dream11 banned states”: operators geo-blocked these states because no paid contest was safe there.
  • Licensing outliers (the rare pro-gaming states). A tiny group went the opposite way and built a licensing regime that legalised and taxed online gaming within their own borders. Sikkim, Nagaland and Meghalaya are the three. They are the reason India’s map had pockets of more permissive law, not less.

The next sections walk each important state through what it did, when, and — crucially — what the High Courts did to those laws afterwards. Then we get to PROGA, which sits on top of all of it.


The constitutional spine: Entry 34, the skill doctrine, and where the Centre found its power

You cannot understand the state map, or the fight over PROGA, without three pieces of constitutional plumbing. Take them in order.

Entry 34, State List — “betting and gambling” belongs to the states

The Seventh Schedule divides law-making between Parliament and the states across three lists: the Union List (Parliament only), the State List (states only), and the Concurrent List (both). Entry 34 of List II (the State List) reads, in substance, “betting and gambling.” That places the core subject squarely with the states. Entry 62 of the same list lets states tax “betting and gambling.” For decades this was treated as settled: if you wanted to ban, license or tax gambling, you went to your state legislature, because the Centre had no general head of power over gambling as such. The IT Minister himself, in a Lok Sabha reply on 26 March 2025, confirmed that “betting and gambling” are state subjects under Entry 34 (Supreme Court Observer). That admission is now central to the legal challenge against PROGA, because it is the government’s own statement that the subject belongs to the states.

The skill-versus-chance doctrine — the escape hatch the whole industry used

The second piece is judicial, not constitutional text. The Supreme Court drew a line, decades ago, between a game of mere skill and a game of chance, and held that a game where skill predominates is not “gambling” at all. The landmark cases are State of Bombay v. R.M.D. Chamarbaugwala (1957), which protected prize competitions involving skill, and State of Andhra Pradesh v. K. Satyanarayana (1968), which held that rummy is a game of skill because it requires memory and judgement. A later case, K.R. Lakshmanan v. State of Tamil Nadu (1996), extended skill recognition to horse-race betting. The practical effect: a state’s “gambling” ban, even a harsh one, generally could not reach a genuine game of skill, because such a game was outside the constitutional definition of gambling that Entry 34 lets states regulate. This is the doctrine that High Courts repeatedly invoked, between 2021 and 2025, to strike down state laws that tried to ban online rummy and poker. It is also the doctrine that PROGA deliberately abolishes for online money games, by banning them “irrespective of whether… based on skill, chance, or both.”

Where the Centre claims its power — the Union List entries behind PROGA

The third piece is the Centre’s answer to an obvious problem: if gambling is a state subject under Entry 34, how can Parliament pass a national gaming ban at all? The government’s answer is that PROGA is not a gambling law at heart — it is a law about communications, public health, advertising and inter-state/foreign commerce, all of which are Union subjects. Legal commentators identify four Union List entries the Centre leans on (Bar & Bench critical analysis):

  • Entry 31, Union List — posts, telegraphs, telephones, wireless, broadcasting and other forms of communication. The argument: online money games operate entirely over communication networks.
  • Entry 41, Union List — trade and commerce with foreign countries; import and export across customs frontiers. The argument: offshore betting platforms reach Indian users from abroad and must be addressed centrally.
  • Entry 42, Union Listinter-state trade and commerce. The argument: a fragmented state-by-state regime is itself an inter-state problem the Centre can harmonise.
  • Entry 97, Union List (residuary) — anything not enumerated elsewhere. The fallback if the others fail.

PROGA also contains an explicit overriding clause giving it effect “notwithstanding anything inconsistent” in state law, so that to the extent any state gaming act conflicts with PROGA, PROGA wins (khuranaandkhurana analysis). That clause is the legal mechanism by which the central ban “overrides the patchwork.” Whether the Centre may do this — whether dressing a gambling ban in communications-and-commerce clothing is a legitimate exercise of Union power or a colourable encroachment on Entry 34 — is precisely the question the Supreme Court will weigh on 21 January 2026. Hold that thought; we return to it after the state tour.

One clarifying number for the whole page: there is exactly one entry (Entry 34) that has historically governed gambling, and it sits on the State List. PROGA’s entire constitutional bet is that online money gaming is not really gambling-as-Entry-34-means-it, but a communications-and-commerce activity the Centre may regulate. Everything downstream — the validity of the national ban, the survival of the state distinction — rides on that one classification call.


The pre-PROGA patchwork, state by state

This is the heart of the page: what each significant state actually did, the year it did it, and what the courts did next. Read your state’s entry as a history, because under PROGA the operative rule is now central — but the history explains the geo-blocking you saw in apps, and it shapes the constitutional fight.

Tamil Nadu — banned twice, struck down twice, then re-legislated with a regulator

Tamil Nadu is the most litigated state on this list, and its arc is the clearest illustration of the skill doctrine in action.

In February 2021, the Tamil Nadu government amended the Tamil Nadu Gaming Act to criminalise online games played for stakes — naming online rummy, online poker and fantasy sports — with penalties up to two years’ imprisonment or a ₹10,000 fine (ThePrint). On 3 August 2021, the Madras High Court struck the amendment down, holding that rummy and poker “involve considerable memory, working out percentage, the ability to follow the cards on the table and constantly adjust to the changing possibilities of the unseen cards” — in other words, games of skill that a blanket ban could not reach.

Tamil Nadu tried again. It passed the Tamil Nadu Prohibition of Online Gambling and Regulation of Online Games Act, 2022, which came into effect in April 2023 and again listed online rummy and poker in a banned schedule. In a November 2023 decision, the Madras High Court set aside that schedule too, holding the state could not ban games of skill, though it left the rest of the regulatory framework (player-protection rules such as time and spend limits) standing (Khaitan & Co; Medianama). So by mid-2025, Tamil Nadu’s position was: online games of skill were legal, but regulated — operators had to follow blank-hours rules, monetary caps and KYC age-gating, and Tamil Nadu went to the Supreme Court arguing online rummy and poker should be treated as not purely skill-based and regulated accordingly (Storyboard18). The Madras HC even upheld the regulatory portions of the 2022 law in a June 2025 ruling, drawing the line between regulating skill games (permitted) and banning them (not) (SCC Online).

The Tamil Nadu lesson, in one sentence: a state could regulate online skill gaming (limits, KYC, blackout hours), but every attempt to ban it for money was struck down on skill-doctrine grounds — until PROGA made the question moot by banning the category centrally.

Andhra Pradesh — total prohibition, no skill exception (2020)

Andhra Pradesh is a “Dream11 banned state” in the original sense. In September 2020, the state amended the Andhra Pradesh Gaming Act, 1974 to prohibit playing, operating or facilitating online gaming for money or stakes — including games of skill (Medianama). It brought “cyber-space” expressly within the definition of a common gaming house and made instruments of online gaming punishable. Penalties ran to imprisonment and fines, and the law made no carve-out for rummy, poker or fantasy. The practical effect was immediate: real-money operators geo-blocked Andhra Pradesh, refusing deposits and contests from AP users, because no paid format was defensible there. Unlike Tamil Nadu’s bans, the AP prohibition was not comprehensively struck down by its High Court in the same way, so it stood as a hard ban through to PROGA.

Telangana — India’s strictest early ban (2017)

Telangana moved first and hardest. The Telangana Gaming (Amendment) Act, 2017 expanded the definition of gaming to cover online gaming, betting and gambling, with no game-of-skill exception, effectively banning all real-money games — rummy and poker included — across the state. Telangana and Andhra Pradesh together formed the original blackout zone for RMG: operators routinely listed “Telangana and Andhra Pradesh” as the states from which their paid games were unavailable. Reports later noted that some rummy apps with opaque corporate structures continued advertising into the Telugu states despite the ban (G2G News), which is exactly the kind of enforcement gap PROGA’s central regime was designed to close.

Karnataka — banned (2021), struck down by its own High Court (2022)

Karnataka followed Tamil Nadu’s pattern almost exactly. The Karnataka Police (Amendment) Act, 2021, notified on 5 October 2021, banned all online games involving wagering or stakes, made the offence non-bailable with up to three years’ imprisonment and a ₹1 lakh fine (India.com). In February 2022, the Karnataka High Court struck it down, declaring Sections 2, 3, 6, 8 and 9 of the amendment ultra vires the Constitution in their entirety, and issuing a writ restraining the state from interfering with online skill-gaming businesses (LiveLaw). The court went further than most, holding that online games of skill carry “elements of expression” protected by the freedom-of-speech guarantee in Article 19(1)(a) (ThePrint). It did note that the state remained free to enact a properly framed law on betting and gambling consistent with the Constitution. Karnataka has since signalled it may challenge PROGA in the Supreme Court on federalism grounds, arguing the central law tramples its Entry-34 power (Storyboard18) — a striking reversal, given Karnataka tried to ban online gaming itself in 2021.

Kerala — banned online rummy by notification (2021), quashed within months

Kerala’s attempt was the narrowest and fell the fastest. In February 2021, the Kerala government issued a notification under the Kerala Gaming Act prohibiting online rummy played for stakes. Four operators — Head Digital Works (Ace2Three), Junglee Games, Play Games24x7 (RummyCircle) and Gameskraft (RummyCulture) — challenged it. On 28 September 2021, the Kerala High Court quashed the notification, holding that “online rummy played either with stakes or without stakes remains to be a game of skill,” and that the ban was arbitrary and violated the right to trade under Article 19(1)(g) (Business Standard; Medianama). Kerala thus reverted to skill-permissive: online rummy was legal there from late 2021 until PROGA.

Assam — total prohibition, no skill exception (a long-standing hard ban)

Assam is one of the two oldest “no skill exception” states, alongside Odisha. The Assam Game and Betting Act, 1970 bans staking money on any game or sport, and — critically — contains no carve-out for games of skill (AMSShardul gambling law review; Cricketprediction analysis). Because the Act sweeps in skill games by its plain wording, real-money operators have long geo-blocked Assam alongside the Telugu states. Legal commentators have argued the Assam Act’s omission of a skill exception may itself be constitutionally vulnerable, but no High Court had comprehensively struck it down before PROGA, so it stood as a hard ban.

Odisha — total prohibition, no skill exception

Odisha mirrors Assam. The Odisha (Prevention of) Gambling Act, 1955 prohibits any game for money or stake, again without a skill exception, exposing players to the risk of loss “by chance” but drafted broadly enough to catch skill games too (AMSShardul). Operators have historically blocked Odisha for the same reason they blocked Assam. So the original “Dream11 banned states” cluster — the states from which fantasy and rummy apps refused paid play — was, in practice: Telangana, Andhra Pradesh, Assam, Odisha, plus, during their respective ban windows, Tamil Nadu, Karnataka, Kerala, Sikkim and Nagaland (the last two by carve-in, see below).

Nagaland — the licensing model for skill games (2015–16)

Nagaland is the first of the three “pro-gaming” outliers, and it went the opposite direction from the prohibition states. The Nagaland Prohibition of Gambling and Promotion and Regulation of Online Games of Skill Act, 2015 (with rules in 2016) created a licensing regime for online games of skill — chess, poker, rummy, fantasy sports and more — issued by the Directorate of Nagaland State Lotteries, valid for five years (India Code PDF; S.S. Rana & Co). A Nagaland licence let an operator hold itself out as state-sanctioned for skill games, and several RMG firms obtained one. The Act prohibits games of chance but explicitly promotes and regulates games of skill — the cleanest legislative endorsement of the skill doctrine in India. Note the limitation: a Nagaland licence regulated the operator’s eligibility under Nagaland law; it never overrode the prohibitions of other states like Telangana.

Sikkim — the only state to license games of chance, but only within its borders (2008–09)

Sikkim is the boldest outlier. It was the first state to legalise online gambling, via the Sikkim Online Gaming (Regulation) Act, 2008 and Rules 2009, licensing online casino games and sports betting — including games of chance that are illegal almost everywhere else in India. There is a hard catch built into the law: access to Sikkim-licensed online gaming was restricted to physical premises (intranet terminals) within Sikkim’s own territory. The licence never authorised nationwide online play; a Sikkim operator could not lawfully take bets from a user sitting in Mumbai. Sikkim’s regime is therefore a genuine licensing model but a geographically boxed one — meaningful inside the state, largely inert outside it.

Meghalaya — full licensing of skill and chance games (2021)

Meghalaya joined the licensing camp late. The Meghalaya Regulation of Gaming Act, 2021 legalised and licensed both games of skill and games of chance — land-based and online — within state borders, with five-year licences and gaming royalties tied to operator earnings (Altenar guide). Like Sikkim and Nagaland, Meghalaya’s authorisation was a state authorisation; it did not immunise an operator from another state’s ban, and it did not survive PROGA’s central prohibition for the online money game category.

Haryana — the late hard ban (2025), now mooted by PROGA

Haryana is the newest entrant, and it tightened the screws just before the central ban arrived. The Haryana Prevention of Public Gambling Act, 2025 (Act No. 11 of 2025), notified in April 2025, repealed the colonial Public Gambling Act, 1867 in Haryana and prohibited gambling and betting across both physical and digital mediums, expressly extending to online betting and electronic communication (Bar & Bench). It kept a skill-game definition (skill must “outweigh chance”), but its broad digital reach pushed several opinion-trading platforms — MPL Opinio, Probo, SportsBaazi — to shut Haryana operations even before PROGA. Penalties run to one year’s imprisonment or a ₹10,000 fine. Within weeks of Haryana’s law, PROGA’s central ban arrived and absorbed the online money-game question entirely.

The regional clusters, read at a glance

Step back from individual states and a rough geography emerges, which is useful for remembering the map. The south was the battleground: Tamil Nadu, Karnataka and Kerala all tried to ban online RMG and all were overruled by their High Courts between 2021 and 2023, while the two Telugu states (Telangana and Andhra Pradesh) held the hardest, oldest bans and never reversed them. The east (Odisha) and northeast-adjacent (Assam) carried the two oldest no-skill-exception statutes, from 1955 and 1970 respectively, and quietly stayed banned the whole time. The northeast proper (Nagaland, Meghalaya) plus Sikkim went the licensing route, becoming India’s only pro-gaming jurisdictions. The north and west — Haryana excepted, with its 2025 hard ban — mostly stayed skill-permissive, hosting the bulk of the legal market. That clustering is not a coincidence: states with strong anti-gambling political traditions (the Telugu states, Odisha, Assam) banned; small states needing revenue (Sikkim, Nagaland, Meghalaya) licensed; large-market states with big litigant operators (the south) became court battlegrounds. PROGA flattened all four clusters at once.

The states we have not named

The remaining states — Maharashtra, Uttar Pradesh, West Bengal, Rajasthan, Madhya Pradesh, Gujarat (which bans gambling but had its own litigation over online skill games), Delhi (a UT) and the rest — mostly sat in the skill-permissive bucket pre-PROGA, banning chance games while leaving skill games (rummy, fantasy, poker) legal on the skill doctrine. West Bengal’s gaming law went furthest, naming rummy as exempt outright. Goa and Daman licensed land-based casinos but not online RMG. None of those distinctions changes the bottom line for online money games today: PROGA banned the category nationally, so a skill-permissive state’s openness no longer creates a legal online RMG market.


The state-by-state table: pre-PROGA status vs post-PROGA status

This is the reference table. The “pre-PROGA” column is the state’s own legal position before the central ban (after accounting for any High Court ruling). The “post-PROGA (from 1 May 2026)” column is the operative reality now: for online money games, the answer is the same everywhere — prohibited — because PROGA overrides the state law to the extent of inconsistency. The state column still matters for free-to-play games and for any future regime if the Supreme Court alters PROGA.

State / UTPre-PROGA status for online RMG (skill games)Key law / court rulingPost-PROGA status (online money games), from 1 May 2026
Tamil NaduSkill games legal but regulated (limits, KYC, blackout hours) after two bans were struck downTN ban 2021 struck by Madras HC (Aug 2021); 2022 Act’s ban-schedule set aside (Nov 2023); regulatory parts upheld (Jun 2025)Prohibited — central ban overrides; only the player-protection regulatory shell could survive for non-money games
Andhra PradeshBanned — all online staking incl. skill gamesAP Gaming Act 1974, amended Sep 2020 (no skill exception)Prohibited — state ban now redundant; central ban controls
TelanganaBanned — all online staking incl. skill games (India’s earliest hard ban)Telangana Gaming (Amendment) Act, 2017Prohibited — central ban controls
KarnatakaSkill games legal after its 2021 ban was struck downKarnataka Police (Amendment) Act 2021 struck down by Karnataka HC (Feb 2022)Prohibited — central ban controls; Karnataka may challenge PROGA on federalism
KeralaSkill games (incl. online rummy) legal after notification quashedKerala rummy-ban notification (Feb 2021) quashed by Kerala HC (Sep 2021)Prohibited — central ban controls
AssamBanned — all staking, no skill exceptionAssam Game and Betting Act, 1970Prohibited — central ban reinforces existing state ban
OdishaBanned — all staking, no skill exceptionOdisha (Prevention of) Gambling Act, 1955Prohibited — central ban reinforces existing state ban
NagalandLicensed — online games of skill permitted under a licenceNagaland Prohibition of Gambling & Promotion of Online Games of Skill Act, 2015/16Prohibited — the money-game category falls under PROGA regardless of a state skill licence
SikkimLicensed — online casino & sports betting, but only on intranet terminals within SikkimSikkim Online Gaming (Regulation) Act 2008 / Rules 2009Prohibited for online money games nationally; intra-state regime overridden for that category
MeghalayaLicensed — both skill and chance games licensed within the stateMeghalaya Regulation of Gaming Act, 2021Prohibited — online money games fall under PROGA
HaryanaBanned — gambling/betting across physical and digital mediums (skill exception narrow)Haryana Prevention of Public Gambling Act, 2025 (Apr 2025)Prohibited — central ban controls; state ban predates and aligns with PROGA
Most other states (Maharashtra, UP, West Bengal, Rajasthan, MP, Delhi, etc.)Skill games legal on the skill doctrine; chance games bannedState gaming acts modelled on the Public Gambling Act, 1867 (WB names rummy exempt)Prohibited for online money games — skill-permissiveness no longer creates a legal online RMG market

How to read the table in one line: the left column was a patchwork — bans, strike-downs and licences scattered across the map; the right column is flat — every row resolves to “prohibited for online money games,” because PROGA replaced the patchwork with a single central rule. The state distinction has not vanished, but for the specific question “can I legally play an online real-money game here,” it no longer separates one state from another.


PROGA 2025: the law that flattened the map

Here is the central law in plain terms, because it is the reason the table’s right column is uniform.

What PROGA bans, and the key dates

The Promotion and Regulation of Online Gaming Act, 2025 was passed by Parliament on 21 August 2025 and received Presidential assent on 22 August 2025 (Wikipedia overview). It defines an “online money game” as an online game — “irrespective of whether such game is based on skill, chance, or both” — played by paying a fee, depositing money or staking, in expectation of winning money or other enrichment. Section 5 prohibits any person from offering, aiding, abetting or engaging in an online money game or money-gaming service. The operating Promotion and Regulation of Online Gaming Rules, 2026 were notified on 22 April 2026 and came into force on 1 May 2026 (PIB; Business Standard / Govt notification).

The single most important phrase is “irrespective of… skill, chance, or both.” That clause abolishes the skill-versus-chance distinction for online money games. The escape hatch the entire industry used for twenty years — “our game is skill, so it isn’t gambling” — is closed for paid online play. A rummy app, a fantasy app and a satta app are now treated identically under PROGA: if you pay to play in expectation of a monetary return, the game is prohibited.

How PROGA overrides the state patchwork

PROGA contains an overriding clause giving it effect notwithstanding anything inconsistent in any other law, so to the extent a state gaming act conflicts with PROGA, PROGA prevails to the extent of the inconsistency (khuranaandkhurana). This is the mechanism that flattens the map. A Nagaland skill licence, a Sikkim casino authorisation, a Meghalaya gaming permit, a Kerala court ruling that rummy is skill — none of them can authorise an online money game that PROGA prohibits, because the central prohibition overrides the state authorisation for that category. Conversely, in the strict-ban states (Telangana, AP, Assam, Odisha), PROGA does not conflict; it reinforces what the state already prohibited. Either way, the destination is the same: no legal online money gaming anywhere.

PROGA also sets up a central regulator — variously described as the Online Gaming Authority of India — empowered to register and classify online games, decide whether a given game is a prohibited money game, and supervise the permitted categories: e-sports and online social games (free-to-play), which PROGA actually promotes (GaganLegal). The penalties are heavy: offering a prohibited money game can draw up to three years’ imprisonment and a fine up to ₹1 crore, with steeper minimums for repeat offences, and advertising a prohibited game can draw up to two years and a ₹50 lakh fine. The point of the penalties is enforcement that the old state regime never achieved — the cross-border advertising and “shady structuring” that let rummy apps target Telangana despite its ban are now central offences.

What actually happened on the ground

The industry did not wait for the Rules. India’s biggest operators — RummyCircle, Junglee Rummy, Dream11, MPL, Adda52, PokerBaazi and others — suspended their cash and paid-contest formats from late August 2025, within days of Presidential assent, roughly eight months before the Act’s provisions formally commenced. So the “ban” was felt by players in autumn 2025, not on the 1 May 2026 commencement date. Free-to-play formats, esports and pivots to non-money social games are where the surviving companies went. For a deeper walkthrough of the Act’s structure, categories and the wind-down mechanics, see our companion explainer: PROGA Act 2025 explained.

The PROGA bottom line in two sentences. As of 1 May 2026, every online money game — skill or chance — is prohibited nationwide, so the pre-PROGA question “is online gaming legal in my state” no longer has a state-specific answer for paid play. The state map still describes free-to-play legality and frames the constitutional fight, but for real-money online gaming the patchwork has collapsed into a single, central “no.”


The Supreme Court challenge: can the Centre override Entry 34?

PROGA’s central ban is not unchallenged. The most consequential open question in Indian gaming law right now is whether the Centre even had the power to pass it — and that question turns on Entry 34.

The federalism argument against PROGA

Petitioners — including Head Digital Works (operator of the A23 rummy brand), and others such as Clubboom 11 and Bagheera Carrom — argue that PROGA is, in substance, a gambling and betting law, that “betting and gambling” is an exclusively State subject under Entry 34, and that Parliament therefore lacked the legislative competence to enact a nationwide ban (Supreme Court Observer; Lexology). They lean on the government’s own admission — the IT Minister’s 26 March 2025 Lok Sabha statement that betting and gambling are state subjects — as evidence that even the Centre treated the field as belonging to the states. A second strand attacks the skill-game inclusion: decades of Supreme Court doctrine hold that games of skill are not gambling at all, so banning skill games “irrespective of skill” arguably regulates an activity that is constitutionally outside “betting and gambling” — and a complete ban on a legitimate skill-based business may fail the proportionality test under Article 19(1)(g). Legal analysts have publicly doubted that a complete ban on real-money skill gaming will survive constitutional scrutiny (Yogonet).

The Centre’s defence

The government’s reply is the four-Union-entries argument set out earlier: PROGA is not pith-and-substance a gambling law but a communications, public-health, advertising and inter-state/foreign-commerce law, resting on Entries 31, 41, 42 and the residuary Entry 97 of the Union List. On this reading, “betting and gambling” in Entry 34 refers to the physical activity within a state, while online money gaming — conducted over national communication networks, often involving offshore operators, with cross-border and inter-state dimensions — is a different subject that the Centre may regulate. The government has, before the Supreme Court, asserted Union authority over online gaming firmly (Storyboard18).

Where the case stands

In December 2025, the Supreme Court flagged that the challenge needs a three-judge bench, because cases questioning the vires (validity) of a statute on legislative-competence grounds are, as a matter of policy, heard by larger benches. It deferred the matter to 21 January 2026, before a three-judge bench led by Chief Justice Surya Kant (Storyboard18; The Gaming Boardroom). The outcome is genuinely open. If the Court holds that PROGA validly rests on Union heads of power, the central ban stands and the state map stays flattened. If it holds that PROGA encroaches on Entry 34, or that the skill-game inclusion is unconstitutional, parts of PROGA could fall — and the pre-PROGA state patchwork would partially revive, with skill-permissive states again legal for online rummy and fantasy, and the strict-ban states (Telangana, AP, Assam, Odisha) again the relevant “banned states.”

The connected GST fight

Running alongside is a tax case that shapes the climate. The GST authorities issued a ₹21,000-crore demand against Gameskraft (a rummy operator), arguing online money gaming is taxable at 28% on the full face value of bets regardless of skill. The Karnataka High Court quashed that demand in 2023, but the Supreme Court stayed that ruling, restoring the notice and signalling that, for tax purposes, the nature of the game may be irrelevant — chance or skill, it can be taxed as gaming (Bar & Bench; India Legal). The PROGA challenge and the Gameskraft batch are interdependent: both circle the same skill-versus-chance question, and how the Court treats one informs the other.

The constitutional bottom line. The state distinction has not been abolished — it has been overridden by a central law whose own validity is on trial. Until the Supreme Court rules (hearing 21 January 2026), treat PROGA’s nationwide ban on online money games as the operative rule, but understand that the entire flattening of the map rests on a single, contested classification call about Entry 34.


The honest takeaway: the state distinction has largely collapsed for online money gaming

If you came to this page asking “which states is online gaming legal in” or “is Dream11 banned in my state,” here is the unvarnished answer, stripped of the history.

For online money games — anything where you pay to play and can win money, which covers paid rummy, paid fantasy contests, real-cash poker, opinion trading and the rest — the state distinction no longer determines legality. PROGA banned the entire category across India from 1 May 2026 (with the industry’s voluntary wind-down from late August 2025). It does not matter whether you are in skill-permissive Maharashtra, strict-ban Telangana, or licensed Sikkim: the online money game is prohibited in all of them, because the central law overrides the state position for that category. “Dream11 banned states” is now, functionally, all of India for paid contests — Dream11 itself suspended cash play nationwide.

Three honest caveats keep this from being absolute:

  • Free-to-play still tracks state law and PROGA’s permitted categories. PROGA promotes esports and online social (non-money) games. A free fantasy game, a free rummy practice table, or a registered social game is not a “money game,” so it is not banned — and historic strict-ban states matter far less for these, since there is no stake. The collapse is specific to real-money play.
  • Recovery of an existing balance is different from new play. A new real-money deposit is now unlawful, but pulling out a balance you already held when an app wound down is a separate matter — banks and intermediaries were instructed to keep processing those withdrawals. If your money is stuck in a discontinued cash app, that is a payment-rail problem with its own escalation path, not a gaming-legality problem. Our withdrawal guide walks it: why a 3 Patti withdrawal is stuck and how to fix it.
  • The Supreme Court could un-flatten the map. If PROGA is struck down in whole or part on 21 January 2026 or after, the pre-PROGA patchwork partially returns, and the state-by-state table above becomes live again. Until then it is history, not current law.

So the practical guidance is simple. Do not rely on a “legal state” loophole for real-money play — there isn’t one anymore. Do not deposit into a discontinued cash app to “unlock” a withdrawal — depositing is the part that’s now illegal. And watch the Supreme Court, because the entire state-versus-Centre question rides on whether Entry 34 survives PROGA. For the legality of rummy specifically — the most litigated single game — see is rummy legal in India.

This page is information, not legal advice. Gaming and gambling law in India is in active flux, varies in detail by statute and is under live Supreme Court challenge. For your own situation, consult a qualified lawyer; every factual claim above is sourced to public records, court reports and government notifications, but it is not a substitute for professional advice.


A short history of how the patchwork was built — and why it had to break

It helps to see the patchwork as the product of a slow, decades-long argument between three actors: the colonial template, the courts, and the states. Each pulled the law in a different direction, and the result was the mess PROGA inherited.

The starting point is the Public Gambling Act, 1867 — a British-era statute that most Indian states adopted, adapted or copied after independence. It banned running a “common gaming house” and being found in one, but it carved out one crucial exception: it did not apply to “games of mere skill.” That single phrase, written into a 19th-century law, is the seed of everything. It is why the skill-versus-chance question became the axis of Indian gaming law: the 1867 template told states they could ban gambling, but it pre-exempted skill. When India’s states wrote their own gaming acts after 1950, most kept that structure — ban chance, exempt skill — which is why the majority bucket existed and stayed stable for so long.

The courts then spent seventy years defining what “mere skill” meant. The 1957 Chamarbaugwala ruling protected skill-based prize competitions. The 1968 Satyanarayana ruling held rummy is skill. The 1996 Lakshmanan ruling held horse-race betting is skill. Each decision widened the protected zone and gave operators firmer ground. By the time online RMG arrived in the 2010s, the industry could point to a clear, repeated Supreme Court line: a game where skill predominates is not gambling, full stop. That is the doctrine the Madras, Karnataka and Kerala High Courts applied between 2021 and 2023 to strike down state bans — they were not inventing anything; they were applying a settled rule to a new medium.

The states, meanwhile, pulled the other way for two reasons. The first was revenue and morality politics: online RMG grew explosively, advertising saturated cricket broadcasts, and stories of debt and suicide gave state governments a strong incentive to be seen acting. The second was enforcement frustration: a state could ban a physical gambling den, but it could not easily stop an app served from a server in another state or another country. So states like Tamil Nadu and Karnataka reached for blanket online bans — and the courts kept striking them down on skill grounds, because a blanket ban swept in protected skill games. That collision — states wanting to ban, courts refusing to let them ban skill — is the structural reason the patchwork was unstable. It could not settle, because every prohibition state kept losing in court, while the strict states (Telangana, AP, Assam, Odisha) held on only because their bans were either older, drafted without a skill exception, or simply not comprehensively litigated.

This is the deeper logic behind PROGA. The Centre’s move solved the states’ enforcement problem (a national ban with central penalties reaches cross-border apps) and side-stepped the courts’ skill doctrine (by banning “irrespective of skill”). Whether that side-step is constitutional is the open question — but the motivation is clear: the patchwork was structurally incapable of producing a stable nationwide answer, so the Centre imposed one. The price is the federalism fight now in front of the Supreme Court.

One date to anchor the whole history: the skill exception was written in 1867 and has governed Indian gaming law for 158 years. PROGA’s “irrespective of skill, chance, or both” formula is the first serious attempt to retire that exception for an entire category of play. That is why it is such a large legal event, not a routine amendment.


Why operators geo-blocked specific states — the compliance machinery behind the map

For a player, the state map showed up as a single frustrating moment: you tried to deposit, and the app said “this game is not available in your state.” Understanding the machinery behind that message explains the map better than any statute summary.

Every legal RMG operator pre-PROGA ran a state-restriction layer in its onboarding. When you registered, the app inferred your state — from your address, your KYC documents, your IP, or the location you declared — and checked it against an internal list of “restricted states.” If you were in a restricted state, the app blocked paid play, even if it let you browse or play free games. That list was an operator’s risk decision, not a uniform legal standard, which is why two apps sometimes restricted slightly different sets of states.

The list almost always contained the four hard-ban states — Telangana, Andhra Pradesh, Assam, Odisha — because those bans either had no skill exception or were never struck down, so the legal risk of taking paid play there was real and uninsurable. Beyond those four, operators added or removed states as court rulings moved. When Tamil Nadu banned online rummy in 2021, cautious operators added Tamil Nadu to the restricted list; when the Madras High Court struck the ban down weeks later, some removed it again; when the 2022 Act arrived, they re-added it; when its schedule was set aside in 2023, they reconsidered once more. The same whiplash hit Karnataka (banned October 2021, struck down February 2022) and Kerala (notification February 2021, quashed September 2021). For about three years, an operator’s restricted-state list was a living document that changed with every High Court order — which is precisely why ordinary players found the map so confusing. It was not that the law was unknowable; it was that it kept moving, and each operator made its own conservative call about when to trust a court ruling.

This machinery is also why “is Dream11 banned in my state” had no permanent answer. Dream11 and its peers were not making a constitutional ruling each time; they were managing legal exposure. They restricted where the downside was worst (the hard-ban states), they hedged where the law was in flux (the litigating states), and they operated freely where the skill doctrine held (most of India). PROGA ended the need for the whole apparatus by making the answer uniform: with paid online play banned everywhere, there is no longer a restricted-state list to maintain — every state is, in effect, restricted for money games. The compliance teams that once tracked High Court orders state by state now track a single central Act and its Supreme Court challenge.

The practical reading: a “not available in your state” message pre-PROGA was an operator’s risk call layered on top of a moving legal map, not a clean statement of your state’s law. Post-PROGA, the message would simply be “paid play is unavailable” — full stop, everywhere — because the central ban removed the state-by-state calculus entirely.


How the three buckets resolve under PROGA — a closer look

It is worth tracing each of the three pre-PROGA buckets through PROGA explicitly, because the way each bucket collapses is different, and that difference matters if the Supreme Court ever partially revives the map.

The skill-permissive majority (Maharashtra, UP, West Bengal, Rajasthan, MP, Delhi and most others). These states allowed online skill RMG, so PROGA’s ban conflicts with their permissive position. Under PROGA’s overriding clause, the central prohibition wins to the extent of the inconsistency — so online money games are now banned in these states even though state law would have permitted them. This is the largest group and the one where PROGA changed the most: it converted “legal” into “prohibited” across the bulk of India’s population. If PROGA were struck down, this is the group that would snap back fastest to legality, because their own laws never banned skill RMG in the first place.

The strict-prohibition states (Telangana, AP, Assam, Odisha). Here PROGA does not conflict — both the state law and the central law prohibit paid online play. PROGA simply reinforces the existing ban and adds central enforcement teeth. For players in these four states, PROGA changed little in substance: paid online RMG was already illegal locally. What changed is the enforcement reach — the cross-border apps that previously advertised into Telangana despite its ban now face a central offence, not just a state one. If PROGA were struck down, these four would remain the “banned states” under their own unchanged laws.

The licensing outliers (Sikkim, Nagaland, Meghalaya). This is the most legally interesting collapse. These states authorised forms of online gaming. PROGA’s prohibition overrides those authorisations for the online money-game category — a Nagaland skill licence cannot make lawful a paid game that PROGA bans. But the override is category-specific: PROGA targets money games, so to the extent a state regime touched non-money or purely intra-state physical play, those parts may survive. If PROGA were struck down, these three would revert to their licensing regimes, and the odd geography of Indian gaming — pockets of more permissive law in the northeast and Sikkim — would reappear.

The reason to hold all three resolution paths in mind is the Supreme Court. A ruling that strikes PROGA entirely revives all three buckets to their pre-PROGA state. A ruling that strikes only the skill-game inclusion (holding the Centre may ban chance games but not skill games) would revive paid skill RMG in the permissive states while leaving chance games banned — a partial, messy revival. A ruling that upholds PROGA keeps the map flat. So the table earlier in this page is not just history; it is the template the map would snap back to, in whole or in part, depending on exactly how the 21 January 2026 hearing resolves.


What changed for players, operators and states — the practical ledger

Strip away the constitutional theory and three groups feel the change concretely. Here is the ledger.

For players. Before PROGA, your legality depended on your state and your game: a fantasy contest was fine in Mumbai, illegal in Hyderabad. After PROGA, paid online play is uniformly off the table wherever you live, so the live questions are narrower: can I recover a balance from a discontinued app (usually yes, via the payment rail), and is the free version of a game still allowed (yes, it is a separate permitted category). The one genuinely dangerous mistake is treating a “legal state” as a loophole and depositing fresh money into a cash app — that deposit is now the illegal act, and pouring money into a wound-down app to “unlock” a payout is exactly the trap to avoid. The withdrawal-recovery mechanics, including your RBI/NPCI rail protections, are covered in the 3 Patti withdrawal guide.

For operators. The big RMG companies faced a binary: exit paid play or break the law. Most chose to suspend cash formats from late August 2025, immediately on Presidential assent, rather than risk the central penalties (up to three years and ₹1 crore for offering a banned game). Several pivoted to free social games and esports, the two categories PROGA promotes, and to overseas markets. The compliance burden shifted from maintaining a state-by-state restricted list to navigating a central registration-and-classification regime under the new authority. The legal teams that once filed writs in Madras and Karnataka High Courts to defend skill games state by state now sit in the Supreme Court arguing one national case.

For states. The states lost their primary tool over online gaming. A state can still legislate on physical gambling and on betting within its territory under Entry 34, but for online money games the central Act now occupies the field. Some states — Karnataka prominently — see this as federal overreach and have signalled they may challenge PROGA themselves, an irony given Karnataka tried to ban online gaming in 2021. Other states, especially the strict four, are content: PROGA does centrally what they wanted to do locally and could not enforce. The states that licensed gaming (Sikkim, Nagaland, Meghalaya) lost a revenue stream — gaming royalties and licence fees — for the money-game category, which is a quiet fiscal reason some of them may back the federalism challenge.

The ledger in one line: players trade a confusing state map for a flat national “no” on paid play (plus a clearer right to recover existing balances); operators trade state-by-state litigation for one national case and a pivot to free play; states trade a patchy local power for a central regime some of them now want to fight. Everyone’s position resolves on the same Supreme Court hearing.


Common misconceptions about state gaming legality, corrected

A handful of myths circulate in player forums and clickbait articles. Each is worth correcting with the sourced position, because acting on the myth can cost you money or worse.

Myth: “It’s legal in my state, so I can still play for real money.” Not for online money games. A state being skill-permissive used to make online RMG legal there, but PROGA’s central ban now overrides that for paid play in every state from 1 May 2026. Your state’s historic openness no longer creates a legal online RMG market.

Myth: “A VPN to a legal state makes it legal.” No. Pre-PROGA, masking your location to dodge a state restriction was already a terms-of-service breach and could void payouts; post-PROGA the activity itself — a paid online money game — is centrally prohibited regardless of where you appear to be. Location-spoofing changes nothing about the legality of the underlying play, and it can get a payout frozen on fraud-flag grounds.

Myth: “Sikkim/Nagaland licences mean those apps are legal nationwide.” They never did. A Sikkim, Nagaland or Meghalaya licence authorised gaming under that state’s law and, for Sikkim, only on terminals inside the state. It never overrode another state’s ban, and it does not survive PROGA for online money games. A “licensed in Sikkim” badge is not a national legality stamp.

Myth: “The High Courts legalised online gambling.” They did not. The Madras, Karnataka and Kerala High Courts struck down state bans as applied to games of skill, on the ground that skill games are not gambling. They did not bless games of chance, and they expressly left states free to enact properly-framed betting-and-gambling laws. The rulings protected skill RMG, not gambling at large.

Myth: “PROGA only bans foreign betting sites.” No. PROGA bans all online money games offered to Indian users — domestic skill apps included. The biggest Indian operators (Dream11, RummyCircle, MPL and others) suspended paid play precisely because the ban reached them, not just offshore sites.

Myth: “If the Supreme Court is hearing it, the ban isn’t really in force.” It is in force. A pending constitutional challenge does not suspend a statute unless the Court grants a stay, and PROGA’s Rules took effect on 1 May 2026. Treat the ban as operative law until and unless the Court rules otherwise on or after 21 January 2026.


Frequently asked questions

For online money games (paid play with a cash prize), the answer as of 1 May 2026 is none of them. PROGA 2025 bans the whole category nationwide, overriding every state’s law for that category. The old idea of “legal states” applied before PROGA, when most states allowed skill-based RMG and a few (Telangana, Andhra Pradesh, Assam, Odisha) banned it. That distinction no longer separates one state from another for paid online play.

2. Is Dream11 banned in my state?

Dream11’s paid contests are suspended across all of India following PROGA — so in a sense it is “banned” everywhere now, not just in specific states. Pre-PROGA, Dream11 geo-blocked its paid contests in the strict states: Telangana, Andhra Pradesh, Assam, Odisha, Sikkim and Nagaland, plus Tamil Nadu during its ban windows. Free-to-play formats are a separate, non-money category that PROGA does not prohibit.

3. What is PROGA 2025 and when did it take effect?

PROGA is the Promotion and Regulation of Online Gaming Act, 2025. It received Presidential assent on 22 August 2025, and its operating Rules came into force on 1 May 2026. It prohibits all online money games — “irrespective of whether based on skill, chance, or both” — while promoting esports and free social games. See our full PROGA explainer.

4. Why did online gaming legality used to differ by state at all?

Because Entry 34 of the State List in the Constitution gives states, not the Centre, the power over “betting and gambling.” For about 70 years each state wrote its own gaming law, so the rules genuinely differed across 28 states. PROGA 2025 is the first central law to override that state-by-state structure for online money games.

5. What is the difference between a game of skill and a game of chance, and does it still matter?

A game of skill is one where success depends mainly on a player’s judgement, memory or training; a game of chance depends mainly on luck. The Supreme Court protected skill games (rummy in 1968, horse-racing in 1996) as “not gambling.” For two decades this distinction decided RMG legality. PROGA abolished it for online money games in 2025 — paid skill games are now banned the same as chance games — though the distinction still matters in the constitutional challenge.

6. Which states had a total ban on online gaming, even skill games?

Four states are the classic “no skill exception” group: Telangana (banned 2017), Andhra Pradesh (banned 2020), Assam (Act of 1970) and Odisha (Act of 1955). Their laws prohibited staking on any game, so even rummy and fantasy were illegal for money there. Operators geo-blocked all four long before PROGA.

7. Which High Court rulings struck down state online-gaming bans?

At least four. The Madras High Court struck down Tamil Nadu’s ban in August 2021 and again in November 2023. The Karnataka High Court struck down the Karnataka Police (Amendment) Act in February 2022. The Kerala High Court quashed Kerala’s online-rummy notification in September 2021. All relied on the skill-game doctrine — which PROGA has since overridden for paid play.

8. Which states licensed online gaming instead of banning it?

Three. Sikkim (Act of 2008, Rules 2009) licensed online casino and sports betting, but only on terminals inside Sikkim. Nagaland (Act of 2015/16) licensed online games of skill. Meghalaya (Act of 2021) licensed both skill and chance games. All three licences were state-level and did not authorise nationwide play; PROGA overrides them for the online money-game category.

9. Did Tamil Nadu ever succeed in banning online rummy?

No — it tried twice and both bans were struck down. Its 2021 amendment fell in August 2021, and the ban-schedule of its 2022 Act was set aside in November 2023. The Madras High Court did, however, uphold Tamil Nadu’s regulatory rules (KYC, spend and time limits) in June 2025. So pre-PROGA, Tamil Nadu was “skill games legal but regulated,” not banned.

10. Is PROGA being challenged, and when will the Supreme Court decide?

Yes. Operators including Head Digital Works challenged PROGA on the ground that it intrudes on states’ Entry 34 power. The Supreme Court referred the case to a three-judge bench and set a hearing for 21 January 2026. Until the Court rules, PROGA’s nationwide ban is the operative law.

11. If the Supreme Court strikes down PROGA, will the old state map come back?

Partly, yes. If PROGA falls in whole or in part, the pre-PROGA patchwork would revive: skill-permissive states would again be legal for online rummy and fantasy, and the strict-ban states (Telangana, Andhra Pradesh, Assam, Odisha) would again be the “banned states.” That is exactly why the 21 January 2026 hearing matters so much.

12. Can I still withdraw money from an app that shut its cash games?

Generally yes — recovering an existing balance is different from new play. A new real-money deposit is now illegal under PROGA, but banks and payment intermediaries were instructed to keep processing withdrawals so users could pull out balances they already held. Never deposit again to “unlock” a payout. The step-by-step recovery path is in our withdrawal fix guide.

For online money games, no — PROGA’s central ban overrides their state licences for that category from 1 May 2026. Their licensing regimes were genuine and, pre-PROGA, allowed forms of online gaming that the rest of India banned, but a state authorisation cannot revive a money game that the central Act prohibits. Free, non-money games remain a separate, permitted category.

14. What are the penalties under PROGA for offering or advertising a banned game?

Offering a prohibited online money game can attract up to three years’ imprisonment and a fine up to ₹1 crore, with higher minimums for repeat offences (extendable to five years and ₹2 crore). Advertising a prohibited game can draw up to two years’ imprisonment and a fine up to ₹50 lakh. These central penalties are far stronger than the state-level fines (often ₹10,000) that preceded them.

15. Does PROGA ban free-to-play and esports too?

No — PROGA distinguishes online money games (banned) from esports and online social games (free-to-play), which it actually promotes and brings under a registration-and-classification framework via the central regulator. So a free fantasy game or a no-stake practice table is not prohibited; the ban is targeted at paid play with a monetary return.

16. Why did the High Courts keep striking down state bans before PROGA?

Because of the game-of-skill doctrine. The Supreme Court held, in rulings going back to 1957 and 1968, that a game where skill predominates is not gambling, so it falls outside the “betting and gambling” subject that Entry 34 lets states regulate. When Tamil Nadu, Karnataka and Kerala tried to ban online rummy and poker, their High Courts applied that settled rule and struck the bans down as reaching protected skill games. PROGA’s “irrespective of skill” wording was written specifically to escape this doctrine.

17. Can a state still pass its own online-gaming law after PROGA?

For physical gambling and betting within its borders, yes — Entry 34 still belongs to the states. But for online money games, PROGA’s overriding clause means a conflicting state law yields to the central Act to the extent of the inconsistency. So a state cannot now legalise an online money game that PROGA bans, and a state ban on the same category is largely redundant. The boundary between what states may still do and what PROGA occupies is itself part of the Supreme Court challenge.

18. Was the state map the same for every operator?

No. Each operator maintained its own restricted-state list as a risk decision, so two apps sometimes blocked slightly different states. All of them blocked the four hard-ban states (Telangana, Andhra Pradesh, Assam, Odisha), but they differed on the litigating states (Tamil Nadu, Karnataka, Kerala) depending on how cautiously each company read each High Court order. That is part of why “is this app legal in my state” had inconsistent answers pre-PROGA.


Last reviewed 24 June 2026. This is a sourced information page, not legal advice, and reflects the law as understood at the date of review. Indian online-gaming law is under active Supreme Court challenge (hearing 21 January 2026) and may change. Consult a qualified lawyer for advice on your own situation.

Sources