Two games. Learn the difference.
A quick guide to OkeyLand's core rules. The chosen table settings determine the exact game and scoring.
Düz Okey
- Four players use 106 tiles. Each receives 14; the starting player has 15.
- The tile after the indicator in the same colour is the Okey wildcard; 13 wraps to 1. A false joker represents that designated tile's value.
- On your turn, draw from the pile or the preceding player's discard, then discard one tile. The starting player begins with a discard.
- Complete the 14-tile hand with runs and groups, or with seven same-colour/same-number pairs; declare the finish with the final discard.
- A group has the same number in 3 or 4 different colours; a run has at least 3 consecutive tiles of one colour.
- 12–13–1 is a valid ending run in Classic Okey, but 13–1–2 is not. There is no opening-points threshold.
101 Okey
- Each player starts with 21 tiles; the starting player has 22 and does not draw on the first turn. On subsequent normal turns, draw and discard one tile.
- The first run/group opening needs at least 101 points in the melds you actually open, not in the whole hand.
- Opening with pairs requires at least 5 valid pairs. A player cannot mix run-opening and pair-opening in the same hand.
- 12–13–1 is not a valid run in 101. The rules differ from Classic Okey.
- After opening, place additional valid melds and add to open melds as the rules allow. Keep the required final discard.
- In incremental tables, the first opening must exceed the previous threshold; paired/team settings affect the game. Check your table settings first.
Your rack, your way.
Run and pair sorting help you arrange the hand; neither is a winning-hand guarantee. You can still move tiles yourself. Try both game modes against offline bots to learn without online chips at stake.