Okey · 101 — Rules
Tiles
There are 106 tiles: 4 colours (yellow, blue, black, red) × 1 to 13 × 2 copies, plus 2 false jokers (★).
Indicator and okey
After dealing, one tile is turned up as the indicator. The tile of the same colour one higher is the okey (the okey of 13 is 1). The two okey tiles are wild and can stand for any tile. A false joker (♣) stands for the okey tile itself (its colour and number). Okeys are not marked in your rack; spotting them is up to you. In melds on the table the okey lies face down.
Combinations
- Run: at least 3 consecutive tiles of the same colour. 1 cannot follow 13: 12-13-1 and 13-1-2 are not allowed.
- Set: 3 or 4 tiles of the same number in different colours.
Turns
Play goes to the right (anticlockwise). On your turn, take a tile from the centre stack or the last tile discarded by the player on your left, then discard one tile to your right. The starting player has one extra tile and discards without drawing on the first turn.
On screen
- Tile handling: choose one of three modes on the start panel (your choice is remembered):
- Single Tile Free Mode (default): tapping a tile selects it; sliding sideways selects from the slot you touched to the slot where you lift your finger (gaps included). If you slide a tile up or down, the selection is dropped and that tile is dragged on its own.
- Simple Selection Mode: select first, then move. A tap selects one slot; sliding sideways selects a range. Only selected tiles move in the rack.
- Hold-to-Select Mode: a selection starts when you hold still on the first slot for a moment; then slide to the last slot and lift. Sliding without waiting moves just that tile (or gap).
- If your finger slips to the other row while selecting, the selection freezes and continues when you come back. Gaps behave like tiles; you can select and move a single gap too.
- Moving a selection: hold it anywhere and slide; the tiles move together with their gaps and tiles in the way are pushed aside. If the middle of the moved shape goes past the left or right end of the rack, it is placed against that end. If it is dropped above or below the rack and not on a valid target it goes back; if more than half of it is still on the rack, it is placed.
- A selection ends when you tap it, move it, touch outside it (that touch counts as a new first touch), take or discard a tile, add to the table, open, or apply Flip / Tilt.
- When arranging your tiles, tiles separated by a gap count as separate combinations.
- To take a tile, tap the centre stack or the tile at the bottom left (discarded by the player on your left), or drag it onto your rack.
- Playing a tile: tiles are played only by dragging. When you drag to the bottom-right area (discard), only the tile your finger touched first is discarded; no selection is needed. A tile also counts as discarded when it comes within one tile width of the discard area. Without a selection, dragging a tile onto a combination adds that tile. In 101, dragging a selection to the lay-down area or onto a combination on the table moves the whole selection.
- Marks: select tiles in your rack and use "↻ Flip" to turn them face down or "⤵ Tilt" to tilt them (select again and press the same button to undo). Only you see these marks; they disappear when the tile leaves the rack.
- Warnings are shown in the status line.
Dealing
The starting player gets 22 tiles, the others 21; 20 tiles remain in the centre. There is no indicator bonus in 101.
Opening
- You may open when the tile values of your combinations add up to at least 101 (runs and sets). An okey counts as the tile it replaces.
- Or you may open with at least 5 pairs.
- With the Open higher option, later players must open with more than the highest opening so far (one more pair for pairs).
- Table: the melds of the player opposite you are at the top of the table, yours start in the row just above your rack and grow upwards, and those of the players beside you are in the middle (on either side of the indicator and the stack). The indicator and the stack always stay in place. If the table runs out of room, the tiles get smaller.
- Lay-down area: on your turn the row closest to your rack is marked with a dashed frame across the table; drag the combinations you want to open into it: a single combination or several separated by gaps. Gaps separate the combinations. Single tiles and invalid combinations are refused; runs and pairs are not opened together. A combination dropped out of order is sorted automatically; an okey counts according to its place in your rack. Combinations are placed from left to right in the order you drop them; when the row is full the area grows upwards. The total is shown at the top right of the area (e.g. "87 / 101" or "3 / 5 pairs").
- Drag a group from the lay-down area back onto your rack to take it back. The opening becomes final with your first addition to the table (or taking an okey), when you discard or when you go out; the combinations then go onto the table. Until then nobody, not even your partner, sees your lay-down area.
- While the lay-down area holds tiles but the requirement is not met, you cannot discard, go out or add to the table. Once it is met you may add to the table in the same turn. If your turn time runs out or the page is reloaded, the tiles in the lay-down area return to your rack.
After opening
- You may lay down new combinations (players who opened with pairs lay pairs only): select them and drag them to the lay-down area; each valid combination goes down at once.
- You may add tiles to combinations on the table: drag the tile, or a selection without gaps, onto it. If not all the selected tiles fit, none are added. Tiles cannot be added to pairs.
- Taking an okey from the table: if a combination on the table contains an okey, you may put the real tile it stands for in its place and take the okey. In a run, the tile the okey replaces; in a four-tile set, the missing colour; in a three-tile set, both missing colours at once (place both tiles side by side, select them together and drag them onto the combination). Okeys cannot be taken from pairs or from sets with two okeys.
- At least one tile must stay in your rack.
Penalties
- Taking a discard: if you take the tile discarded by the player on your left, you must use it in the same turn (in your opening, a new combination or an addition). Otherwise a 101 penalty is added without warning.
- Playable discard: discarding a tile that could be added to a combination on the table costs 101. There is no penalty when the last tile, discarded to finish, is playable.
- Okey taken from the table: you must put it back on the table in the same turn (in a new combination or an addition). If you discard without doing so, a 101 penalty is added.
Going out and scoring
- The player who discards their last tile goes out and scores −101.
- Others: 202 if they never opened; otherwise the total of the tiles left in their rack (an okey left counts 101); double that if they opened with pairs.
- Going out after opening with pairs, by discarding an okey, or all at once (opening and going out in the same turn) each double the winner's score and the others' penalties.
- If the stack runs out, nobody goes out and everyone is penalised as above.
- After the chosen number of hands (1, 5, 7, 9 or 11) the lowest total wins.
Playing on KafaDinle.com
- Computer players never cheat; they cannot see your cards or any hidden information.
- Chance elements such as shuffling and dice use a secure random number generator and give no one an advantage.
- Scored / Test: a scored game counts for the leaderboard of that game and level. Test games are not recorded anywhere; they have no move timer and undo can be enabled.
- Points: at every level a win is +1, a draw 0, a loss −1. In 3–4 player games the sole winner gets +1, the last place −1, the others 0; a shared first place gets 0, a shared last place −1. Partners get the same points. The number of hands or target does not change this.
- Move time: in a scored game you must move within the time you chose (chess 20–600 s, default 240 s; other games 30–600 s, default 180 s). A countdown is shown with a warning in the last 30 seconds. Tap the countdown to mute or unmute the warning sound. End-of-hand windows do not count.
- Leaving the table: in a scored game the Exit button, starting a new game of the same kind, closing your account, losing the connection for more than 3 minutes, running out of move time and long inactivity all count as leaving:
- Leaving in the first hand or in a one-hand game is a loss (−1).
- Later, if you are in sole first place on the completed hands, no points are recorded; otherwise it is a loss.
- In partnership games: if your team is ahead you get no points and your partner +1; if level, you −1 and your partner 0; if behind, both −1.
- In chess the material is compared (pawn 1, knight 3, bishop 3, rook 5, queen 9): behind in material is a loss; level or ahead scores 0.
- Resigning in chess counts as a loss.