Classic Okey (14 Tiles): Rules and How to Play Online
Classic Okey is the 14-tile game with no opening: you arrange your tiles into runs and sets, or seven pairs, and win the hand by discarding the fifteenth. Each win costs the other players points from a starting score of 20, 30, 40 or 50. Start a game on this page, with nothing to download.
Play Classic Okey
3+A clean, world-standard board with real rules and genuinely strong bots. Plays instantly against the computer, or open an online room to play a friend.
This game is for players 18 and older. All the other games stay open. Age ratings
Pick a table type — you are matched with players right away.
Private room
Free — play friends with a room code.
Opens in a focused full-screen view. Vs-computer plays offline instantly; online rooms are server-authoritative with hidden cards/tiles kept secret per seat.
Classic Okey is the 14-tile game that English reference works describe simply as okey; Okey 101, the other game here, deals 21 tiles and needs an opening. Four players share 106 tiles, 14 each and 15 to the starter. Nothing is laid down: the first to hold 14 tiles in runs and sets, or seven pairs, and discard the fifteenth wins. Play against the computer, at a free online table or in a friend's private room by code, with no account; you need one only to create a room or for the credit tables (18+; credits have no money value).
Turkish players call this game düz okey, “plain okey”: okey without the opening, the lay-offs and the penalties of Okey 101. This page sets out the rules exactly as the table above plays them.
The rules of Classic Okey
Four players share 106 tiles: the numbers 1 to 13 in four colours (red, yellow, blue and black), two of each, and two false jokers marked ★. Each player gets 14 tiles and the starting player 15. One tile is turned face up as the indicator (gösterge), and the other 48 form the stock. The deal moves one seat each hand, and the player after the dealer starts.
The okey is the tile of the indicator’s colour one number higher. With a Blue 9 showing, both Blue 10s are okeys and can stand in for any tile; after a 13 the okey is the 1. The false jokers are not wild: each one plays only as the okey’s own tile, so here each ★ is an ordinary Blue 10. The false joker guide works through examples.
The starting player discards first. After that, on your turn you draw the top tile of the stock or take the tile your left-hand neighbour has just discarded, then discard one tile to your right. Nothing goes on the table during the hand: your tiles stay hidden on your rack (ıstaka) until somebody finishes. You may even throw back the tile you have just taken from the left.
The winning hand
To win, you draw, then discard one tile so that the 14 left in your hand fit into one of two shapes:
- Runs and sets. A run (seri) is three or more tiles of one colour in sequence, such as Red 4-5-6 or Black 9-10-11-12. A set (küt) is three or four tiles of the same number, each a different colour, such as Blue 7, Red 7 and Yellow 7. Every one of the 14 tiles must belong to a run or a set.
- Seven pairs. Seven pairs of identical tiles, the same colour and the same number: two Red 3s, two Black 11s and so on.
An okey can fill a gap in a run, complete a set or be the second tile of a pair. Here is a winning hand with a Blue 9 indicator, so the okey is a Blue 10:
| Meld | Tiles |
|---|---|
| Run | Red 5 · Red 6 · Red 7 · Red 8 |
| Run | Yellow 12 · Yellow 13 · Yellow 1 |
| Set | Black 4 · Blue 4 · Red 4 · Yellow 4 |
| Run with the okey | Black 9 · okey · Black 11 |
These do not count:
- Black 13 · Black 1 · Black 2: a 1 may follow the 13, but nothing follows that 1.
- Red 7 · Red 7 · Blue 7: a set never repeats a colour.
- Red 7 and Blue 7: a pair is two identical tiles.
- Twelve tiles in runs and sets plus one pair: a hand is all runs and sets, or all pairs, never a mix.
Showing the indicator
There are two of every tile, so the face-up indicator has a twin. If you were dealt it, you may show it once, before your first draw; the starting player, who does not draw on the first turn, may show it before the first discard. Press Show indicator, and at the end of the hand each of the other three players loses 1 point, even if nobody finishes. Only one player can hold the twin, so the indicator is shown at most once a hand.
Scoring: a countdown
Everyone starts at the starting points chosen before the game, 20 (the default), 30, 40 or 50, and scores only go down. When a player finishes, each of the other three loses:
| How the hand was won | Each other player loses |
|---|---|
| Ordinary finish | 2 |
| Finishing by throwing an okey as the last tile | 4 |
| Seven pairs | 4 |
| Seven pairs, with an okey thrown as the last tile | 8 |
A shown indicator takes 1 more from each of the other three, the finisher included. For example, at 20 points each: you show the indicator, then the player opposite you finishes with seven pairs. You lose 4 and drop to 16, the player opposite loses your 1 and drops to 19, and the other two lose 5 each and drop to 15.
If the stock is empty when a turn begins, the hand ends with no winner and only the indicator’s points are taken off. The game ends with the hand in which any score reaches 0 or below, and the highest score wins; players level at the top share the win. The score sheet in the game window keeps the count.
Throwing the okey
There are no discard penalties: you may throw any tile, an okey included. But an okey thrown mid-hand is a gift, as the next player may pick it up, so the table asks you to confirm before it lets one go. Thrown as your last tile, an okey doubles the finish: the others lose 4 instead of 2, or 8 instead of 4 with seven pairs. That is why Finish, pressed with no tile chosen, throws an okey whenever that still finishes the hand. A false joker thrown last is an ordinary finish.
Classic Okey and Okey 101
| Rule | Classic Okey | Okey 101 |
|---|---|---|
| Tiles dealt | 14 (the starter 15) | 21 (the starter 22) |
| Opening | None | 101 points, or five pairs |
| Table melds | None | Laid and added to |
| 12-13-1 | A run | Not a run |
| Discard penalty | None | 101 for an okey or a playable tile |
| Scoring | Countdown; highest wins | Points added; lowest wins |
Okey 101 has its own page, where the game panel starts on 101. Classic Okey is also played two against two as Team Okey: partners share one score, and a win costs only the other side.
How to play
- In the game panel on this page, Variant is already set to Classic Okey (14). Choose 20, 30, 40 or 50 under Classic starting points.
- To play against the computer, pick a difficulty and press New Game. To play online, choose the button beside Vs Computer: the table types and private rooms are on that screen.
- The indicator (gösterge) is turned face up. The okey is the tile of its colour one number higher (after a 13 comes the 1). The two false jokers (★) are not wild: each plays only as the okey's own tile (with a Yellow 5 indicator, as a Yellow 6).
- The starting player begins with 15 tiles and discards first. Then everyone in turn draws from the stock or takes the tile their left-hand neighbour has just discarded, and discards a tile to the right.
- If you hold the indicator's twin, press Show indicator before your first draw (as the starting player, before your first discard): at the end of the hand the other three players lose 1 point each.
- When, after a draw, your other 14 tiles split into runs and sets or into seven pairs, throw the fifteenth onto your discard pile and the hand ends by itself. Finish does the same: the first press names the tile it will throw, the second ends the hand. With no tile selected, Finish picks the tile.
- Everyone except the finisher loses points. When a player's score reaches 0, the game ends and the highest score wins.
Game modes
Vs the computer
Three levels, Easy, Medium and Hard; Medium is chosen to begin with. The computer plays the other three seats. The game starts at once, needs no account and has no clock. These games do not count towards your rating.
Free online table
Choose the button beside Vs Computer to reach the online tables, then pick the Free table type: no account is needed; you play as a guest. With Classic Okey (14) chosen under Variant you sit at a classic table, and your starting points decide the table too. Each turn (draw and discard together) has 25 seconds, plus a 30-second reserve for the whole game. Online games count towards your okey rating, which Classic Okey shares with Okey 101.
Private room
Sign in and switch to the online tables. With Classic Okey (14) and your starting points chosen, press Create Room. Share the room code shown at the table: your friends type it under Room code and press Join, with no account needed. The game starts once four players are seated. Private rooms are free.
Credit tables
Among the online tables, the Rookie (100), Amateur (500), Master (2,000) and Elite (10,000) tables take their entry in credits, the site's game points. They need an account, and Master and Elite an account at least 3 days old. Credits have no money value: they cannot be bought, sold or exchanged for money. Credit tables are 18+.
The rules in short
| Players | 4, each playing for themselves. The 2 vs 2 partnership game is a separate variant: Team Okey. |
|---|---|
| Tiles | 106 tiles: the numbers 1 to 13 in four colours (red, yellow, blue, black), two of each, and two false jokers (★) |
| The deal | 14 tiles each, 15 to the starting player. One tile is turned face up as the indicator, and 48 tiles stay in the stock. |
| Okey and false joker | The okey is the tile of the indicator's colour one number higher (after 13 comes 1). The two okeys are wild: each can stand in for any tile. A false joker (★) is not wild: it counts as whatever tile the okey is (if the okey is Yellow 6, a ★ is simply a Yellow 6). |
| Melds | A set (küt) is 3 or 4 tiles of one number in different colours. A run (seri) is at least 3 tiles of one colour in sequence. 12-13-1 is a run; 13-1-2 is not. |
| Opening | None. Nobody lays melds on the table or adds tiles to anyone else's; your tiles stay on your rack until the hand ends. |
| Finishing | After a draw you hold 15 tiles: you discard one, and the other 14 must all fit into runs and sets, or into seven pairs. In a pair, an okey can stand in for the missing tile. |
| Starting points | 20 (the default), 30, 40 or 50 |
| Everyone but the finisher loses | Ordinary finish −2 · finishing by throwing the okey last −4 · seven pairs −4 · seven pairs with the okey thrown last −8 |
| Showing the indicator | Show the indicator's twin before your first draw (the starting player: before the first discard), and the other three players each lose 1 point when the hand ends. Once per hand. |
| Discarding | No penalty, not even for throwing the okey (the next player may pick it up). You may throw back the tile you took from your left in the same turn. |
| When the stock runs out | The hand ends with no winner; only the points for a shown indicator are taken off. |
| End of the game | The game ends when a player's score drops to 0 or below; the highest score left wins. |
| Online clock | 25 s per turn (drawing and discarding together), plus a 30 s reserve for the whole game; no clock against the computer |
Frequently asked questions
How do you win a hand of okey?
Draw a tile, then discard one so that the other 14 all fit into runs and sets, or into seven pairs. That is the winning hand in Classic Okey; nothing is laid down before it.
Can you win okey with seven pairs?
Yes. Seven pairs of identical tiles (same colour, same number) win the hand, and an okey can complete any pair. The others then lose 4 points each instead of 2, or 8 if your last tile is an okey. Aiming for this hand is çifte gitmek, going for pairs.
How many tiles does each player get in okey?
In Classic Okey, 14 tiles each and 15 to the starting player, from the 106 tiles. One tile is turned face up as the indicator, which leaves 48 in the stock. Okey 101 deals 21 each and 22 to the starting player.
Do you need 101 points to open in Classic Okey?
No. Classic Okey has no opening at all: your tiles stay on your rack until the whole hand is ready. Opening with 101 points is a rule of Okey 101, the game on the Okey 101 page.
How is Classic Okey scored?
Everyone starts at the chosen starting points (20, 30, 40 or 50) and counts down. A won hand costs each other player 2, or 4 if the last tile thrown is an okey or the hand is seven pairs, and 8 if both. A shown indicator costs each of the other three 1.
Is 12-13-1 a run in okey?
In Classic Okey on oyna.app it is: the 1 may follow the 13, but 13-1-2 is not a run. Tables differ on this rule, and in this site's Okey 101 the 1 is only the lowest tile, so 12-13-1 is not a run there.
Is the false joker wild in Classic Okey?
No. A false joker (★) plays only as the okey's own tile: if the okey is Yellow 6, each ★ is a plain Yellow 6. The false joker guide has the details.
Can I play Classic Okey for free without signing up?
Yes. Games against the computer and the Free online tables need no account, and you can join a friend's private room with its code. Nothing is downloaded. An account is needed only to create a private room and for the credit tables.
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