101

The complete guide on one page

101 Okey rules

101 Masası 101 Okey Rules

Objective and setup

  • The game is played by four people; bots fill in if needed.
  • The dealer receives 22 tiles and every other player receives 21.
  • The dealer starts by discarding; later turns begin by drawing.
  • Turns move counterclockwise around the table.
  • The goal is to finish your rack and end the match with the lowest total penalty.
  • An indicator tile is revealed; the joker has the same color and the next number (1 after 13). There is no indicator declaration or bonus.
  • A false joker carries the normal color and number value of the joker tile.

Turns and drawing

  • Each turn consists of drawing, optional table actions, and discarding one tile.
  • Draw from the face-down deck or take the previous player's latest discard.
  • An unopened player must use a side discard in their own opening.
  • A side discard may be returned before any public table change, after which the player draws from the center.
  • A previously opened player may use a side discard in any otherwise legal table action.
  • The previous player's discard cannot be taken if it is a playable tile.
  • Returning after opening, processing, or retrieving a joker causes a 101-point penalty.
  • Discarding ends the turn; discarding the final rack tile finishes the hand.
  • If the center deck is empty, the hand is scored without a winner.
  • A human player's first accepted opening attempt adds 15 seconds once, up to a 60-second maximum.

Valid melds and doubles

  • A run contains at least three consecutive tiles of one color.
  • A run cannot wrap from 13 to 1.
  • A color set contains the same number in three or four different colors.
  • A color set cannot repeat a color.
  • Each newly opened meld may contain at most five tiles.
  • A double contains two real tiles of the same color and number, or one real tile paired with a joker.
  • Every double must contain at least one real tile; two jokers cannot form a double and are rejected in a doubles opening.

Calculating opening points

  • For a meld opening, add the number values of the tiles.
  • In standard play, the value of a meld opening must be 101 or more.
  • For example, the 7-8-9 run is worth 7 + 8 + 9 = 24; the 3-3-3 color set is worth 3 + 3 + 3 = 9.
  • For quick scoring, add only the middle values and aim for 33 remainder 2, which represents 101 points.
  • For example, use 8 for the 7-8-9 run and 2 for the 2-2-2 color set. Their sum of 10 represents 30 points: 10 × 3.
  • The remainder comes from dividing the leftover value by 3. In 7-8-9-10, choose 9 as the middle tile: 7 ÷ 3 is 2 remainder 1.
  • The total is therefore 9 + 2 remainder 1 = 11 remainder 1. This represents 3 × 11 + 1 = 34 points.
  • For the same 7-8-9-10 run, choose 8 instead: 10 ÷ 3 is 3 remainder 1, again giving 11 remainder 1 and 34 points.
  • Calculate every meld this way and aim for 33 remainder 2, or 101 points. Adding only the middle values makes scoring easier.

Opening and processing tiles

  • In standard play, the value of a meld opening must be 101 or more.
  • In individual progressive play, you must exceed the highest opening; if you open first, you still need 101 points.
  • In partnered progressive play, you must exceed the opposing team's opening value.
  • A doubles opening is measured by the number of doubles played.
  • A doubles opening requires at least five doubles.
  • In partnered progressive play, a doubles opening must exceed the number of doubles opened by the opposing team.
  • A player cannot process tiles into another player's meld before completing their opening.
  • After a valid opening, suitable tiles may be added to open ends of table melds.
  • At least one rack tile must remain available for the closing discard.
  • At most two tiles may be processed onto the same end of a meld in one action.
  • Trying to close the turn below the opening threshold rolls back the actions and adds 101 penalty points.

Using and retrieving jokers

  • A joker may replace a missing tile in a valid run or color set.
  • A table joker may be retrieved only by supplying the real tile or tiles it represents.
  • A joker cannot be replaced with another joker.
  • To retrieve the joker from a three-tile color set, every missing color must be supplied in the same action.
  • For example, if blue 3, black 3, and a joker are on the table, both red 3 and yellow 3 are required; supplying only one is invalid.
  • In a four-tile color set containing a joker, supply the tile represented by that joker to retrieve it.
  • If another player retrieves a joker placed on the table, the player who last placed it receives 101 penalty points.

Immediate penalties

  • Discarding a playable tile costs 101 points unless that discard finishes the hand.
  • Discarding a joker costs 101 points unless that discard finishes the hand.
  • Rolling back after changing the table costs 101 points.
  • Discarding before completing the required opening threshold costs 101 points.
  • An invalid attempt to finish entirely from the rack is rolled back and costs 101 points.
  • When a side discard is used for a meld opening, its discarder receives ten times its face value.
  • When a side discard is used for a doubles opening, its discarder receives twenty times its face value.

End-of-hand scoring

  • The player who finishes receives -101 points.
  • A player who never opened receives 202 penalty points.
  • A meld opener scores the sum of the face values left in their rack.
  • A doubles opener scores twice the sum of the face values left in their rack.
  • Each real joker left in an opened rack adds another 101 penalty points.
  • Held-joker points are outside finish multipliers and are not added separately to an unopened rack.
  • For example, if you hold a joker when someone else finishes with a joker, your 101-point joker penalty remains 101 rather than becoming 202.
  • Finishing entirely from the rack, finishing with a joker, and finishing after opening doubles each add a ×2 multiplier; combinations may reach ×4 or ×8.
  • The finish multiplier applies to the winner's -101 and the opponents' base end-of-hand scores.
  • If all four players open doubles, the hand is cancelled, that hand's penalties are removed, and the tiles are dealt again.
  • The player or team with the lowest total penalty wins the match.

Partnered 101 rules

  • Seats 1 and 3 are Team A; seats 2 and 4 are Team B.
  • Teams cannot change after the match starts.
  • A partner opening does not open the other player; everyone meets their own requirement.
  • You cannot see a partner's rack or act on their behalf.
  • A team's score is the sum of both partners' applied penalty points.
  • When a player finishes, their partner's remaining-rack penalty is cleared; immediate penalties such as discarding a playable tile remain.
  • The team with the lower total penalty wins; equal totals produce a draw.

Progressive rules

  • The first meld threshold is 101 points and the first doubles threshold is five pairs.
  • After an accepted opening, the next threshold becomes at least one more than the accepted value.
  • For example, an opening of 108 makes the next meld threshold at least 109.
  • Meld and doubles thresholds rise independently.
  • In standard play, thresholds stay at 101 points and five pairs throughout the hand.
  • In partnered progressive play, an opening raises only the opposing team's threshold.
  • Every new hand resets all thresholds to 101 points and five pairs.

Game options and quick answers

  • You may play with a guest account; a permanent account retains your profile and statistics.
  • To play with friends, create a private room and share its code and optional password.
  • Bots that fill empty seats are subject to the same authoritative server rules as players.
  • Assisted play only shows valid-action hints; it does not change the rules.
  • The game works in current desktop and mobile browsers.
  • Problems and bugs can be reported through the feedback form.