Okey · Classic — 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 in your rack have a yellow frame.
Combinations
- Run: at least 3 consecutive tiles of the same colour. 12-13-1 is allowed, 13-1-2 is not.
- 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
- Drag tiles to arrange your rack; tiles separated by a gap count as separate groups.
- Tap a tile to select it; tap an empty slot to move it there.
- To draw, tap the centre stack or the tile at the bottom left.
- To discard, drag the tile to the bottom-right area or select it and tap "Discard".
Going out
When all 14 tiles in your rack form combinations, put your 15th tile on the centre stack to go out (drag it onto the stack or select it and tap "Go out"). You can also go out with 7 pairs.
Scoring
- Everyone starts with the chosen points (10, 15, 20, 25 or 30; default 20).
- When a player goes out, the others lose points: normal 2, discarding an okey 4, with pairs 4, with pairs and an okey 8.
- Indicator: if a player shows the twin of the indicator on their first turn, every other player loses 1 point.
- With the Coloured option, all losses are doubled when the indicator is red or black.
- If the stack runs out, nobody loses points and a new hand is dealt.
- The game ends when a player's points reach 0 or less; players are ranked by remaining points.
Playing on the portal
- 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 20–300 s, other games 30–300 s). A countdown is shown with a warning in the last 10 seconds. 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.