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101 Okey Plus: The Most Popular and Fastest Okey 101 Game Ever


How to Play 101 Okey: A Complete Guide




If you are looking for a fun and challenging tile-based game, you might want to try out 101 okey. This is a popular Turkish game of the rummy family, played by millions of people around the world. In this article, we will explain everything you need to know about 101 okey, from its history and rules to its variations and online versions.


What is 101 okey and how is it different from other rummy games?




101 okey is a four-player game that is played with a set of 106 tiles. The tiles are numbered from 1 to 13 in four different colors: red, yellow, blue, and black. There are two tiles of each number and color, plus two special tiles without numbers, called false jokers.




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The game is similar to other rummy games, such as Rummikub or Okey (also known as Düz Okey), but with some key differences. The main differences are:


  • Players start with 21 tiles each, instead of 15 or 14.



  • Players can meld (make sets of tiles) during the game and lay off (add tiles to) other players' melds.



  • A player's first meld must have a value of at least 101 points, hence the name of the game.



  • The game is played over a fixed number of rounds, usually between 3 and 11. The player with the lowest total score at the end of the game wins.



Setting up the game




How to shuffle and distribute the tiles among the players?




To set up the game, you will need four players, a set of tiles, four racks (to hold the tiles), and a die. The first dealer is chosen at random, and then passes to the right after each round. The dealer does the following steps:


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  • Shuffle the tiles face down on the table and mix them well.



  • Stack them into 21 piles of five tiles each, leaving one tile aside. The piles are placed in front of each player in a horizontal line.



  • Roll the die to select one pile from left to right, starting from their own piles. The selected pile has six tiles, including the extra tile.



  • Roll again to select one tile from bottom to top in that pile. The selected tile is placed face up on top of that pile. This tile determines the joker for that round.



How to determine the joker and the false joker for each round?




The joker is a wild tile that can represent any tile in the game. The false j The joker is a wild tile that can represent any tile in the game. The false joker is a tile that has no value and cannot be used in any set. The joker and the false joker are determined by the face-up tile on the selected pile. For example, if the face-up tile is a red 5, then the joker is the red 6 and the false joker is the tile without a number.


The dealer takes the face-up tile and places it on their rack. Then, they take the extra tile from that pile and place it face down on the table. This tile is called the indicator, and it shows where the game will end. The dealer then distributes the remaining tiles to the players, starting from their right and going counterclockwise. Each player receives 21 tiles, except for the dealer who receives 20 tiles plus the face-up tile.


The players arrange their tiles on their racks, keeping them hidden from other players. The game is now ready to begin.


Playing the game




How to start and end a turn in 101 okey?




The player to the right of the dealer starts the game by drawing a tile from either end of the table. Then, they can either open their hand by making their first meld, or discard a tile face up on the table. The turn then passes to the next player on the right, who can either draw a tile from the table or take the last discarded tile.


The game continues in this way until one of these events happens:


  • A player goes out by using all of their tiles in sets and discarding their last tile.



  • The indicator tile is reached, meaning that there are no more tiles left on the table.



  • A player declares 101 okey, meaning that they have a hand worth 101 points or more without opening.



In any of these cases, the round ends and the players calculate their scores.


How to open a hand and make sets of tiles?




To open a hand, a player must make a meld of tiles worth at least 101 points. A meld is a set of tiles that are either runs or groups. A run is a sequence of three or more consecutive tiles of the same color, such as blue 9-10-11 or yellow 1-2-3-4. A group is a set of three or four tiles of the same number and different colors, such as black 5-red 5-yellow 5 or blue 13-black 13-red 13-yellow 13.


The value of each tile is equal to its number, except for jokers and false jokers. Jokers have no value by themselves, but they can take the value of any tile they represent in a set. False jokers have a negative value of -20 points each.


To open a hand, a player must place their meld on the table, face up, and announce its value. For example, if a player has a run of red 7-8-9-10-joker (representing red 11) and a group of black 6-blue 6-yellow 6-joker (representing red 6), they can open their hand with a value of 101 points (7+8+9+10+11+6+6+6+6). They must also discard one tile after opening.


After opening a hand, a player can make additional sets on their subsequent turns, using tiles from their rack or from other players' sets. They can also lay off tiles on other players' sets, as long as they do not change the value or type of the set.


How to use jokers and false jokers in sets?




Jokers are wild tiles that can represent any tile in the game. They can be used in any set, as long as they follow these rules:


  • A joker cannot be used to represent another joker or a false joker.



  • A joker cannot be used to extend a run beyond 13. For example, a run of blue 11-12-13-joker is not valid, because the joker cannot represent blue 14.



  • A joker cannot be used to complete a group of four tiles of the same number and color. For example, a group of red 5-red 5-red 5-joker is not valid, because the joker cannot represent another red 5.



A joker can A joker can be replaced by the tile it represents, if a player has that tile on their rack. For example, if a player has a run of yellow 9-10-joker (representing yellow 11) and they have a yellow 11 on their rack, they can replace the joker with the yellow 11 and take the joker to their rack. However, they cannot do this if the joker is part of another player's set.


False jokers are tiles that have no value and cannot be used in any set. They can only be discarded or replaced by jokers. If a player has a false joker on their rack, they can replace it with a joker from any set on the table, as long as they do not change the value or type of the set. For example, if a player has a false joker and there is a group of black 4-blue 4-yellow 4-joker (representing red 4) on the table, they can replace the joker with the false joker and take the joker to their rack.


How to lay off tiles on other players' sets?




Laying off tiles is a way of adding tiles to other players' sets, either to reduce one's own score or to prevent another player from going out. A player can lay off tiles on other players' sets, as long as they follow these rules:


  • A player can only lay off tiles after they have opened their own hand.



  • A player can only lay off tiles that match the value or type of the set. For example, a player can add a blue 5 to a run of blue 6-7-8 or a red 5 to a group of black 5-yellow 5-blue 5.



A player cannot lay off tiles that c


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