
About this game
Classic okey: draw, build your rack into melds, finish with the 15th tile on the indicator.
From a corner coffeehouse to the masters' club, you play classic okey against three regulars at each of four tables. Check the indicator, know your okey and arrange your tiles into runs and sets; when all 14 meld (or make seven pairs), put the 15th on the indicator and the hand is yours. Unlike 101 Okey there is no opening and no adding to the table: everyone starts with 20 points, a finish costs the others 2, a finish with the okey or with seven pairs 4, both 8. Hands you win open new tables, and at the Table of the Day everyone plays the same hands.
Leaderboard
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How to play
- On your turn draw from the middle or take the last tile your left neighbour threw, then discard one to your right.
- Three or more numbers in a row in one colour are a run (12-13-1 counts), one number in different colours a set. The tile above the indicator is the okey and stands for any tile.
- Holding the indicator's twin? Press Show before your first move: every opponent loses a point.
- When all 14 tiles meld or make seven pairs, put the spare on the indicator: the hand ends and the others lose points. The table ends when somebody reaches 0.
Controls
- Drag a tile: move it on the rack, drop it on Discard on the right, or on the indicator to finish
- Tap a tile, then Discard or Finish
- Tap the stock to draw; tap the tile on your left to take it
- Keyboard: arrows pick, Space draws, A takes, Enter discards, F finishes, G shows, S / D sort
- Esc or P: pause
Tips
- You never have to arrange the rack: Finish lights up when your hand finishes and the game finds the melds.
- Keep your okey; finish by putting the okey on the indicator and everybody loses double.
- Do not throw tiles close to the ones your right-hand neighbour took: you would complete their hand.
Questions and answers
Is it free?
Yes, you can play it for free. There are no ads and no betting inside the game.
Which rules does it use?
Classic okey: 106 tiles, the indicator, the okey and false jokers; 12-13-1 is a run, 13-1-2 is not. A finish costs the others 2 points, with the okey 4, with seven pairs 4, both 8; showing the indicator costs them 1. Everyone starts with 20 points (6 or 12 at the free tables). If the middle runs out, the hand ends without points.
What does the daily challenge count?
The hands you win that day: every hand you finish counts. Replaying a hand of the Table of the Day already dealt today does not count.