Okey has simple rules but deep strategy. Here are the essentials of Klasik (Düz) Okey — the standard, live version.
Runs & Sets
- Run: at least 3 consecutive tiles of the same color (e.g. red 4-5-6).
- Set: at least 3 tiles of the same number in different colors (e.g. blue-red-black 7).
- The okey (the wild tile, one higher than the indicator) can stand in for any tile, but each meld may use at most one joker.
Turn Order
Play goes counter-clockwise. On your turn you draw a tile — from the stock or the discard pile of the player on your left — optionally rearrange your rack, then discard one tile to the player on your right.
Finishing
In Klasik (Düz) Okey there is no açma (no opening threshold) and you never lay melds on the table mid-hand — all tiles stay hidden on your rack until you go out. To finish (çıkış), split your whole hand into valid runs and sets and discard your last tile. The first player to do this wins the hand. There are two ways to win:
- Normal çıkış: 14 tiles arranged into valid melds plus 1 discard.
- Çift gitme (7 pairs): seven identical pairs (same color and number); a joker may complete a pair. This is all-or-nothing — you cannot mix pairs with regular melds.
Scoring (chip-style)
Each hand settles on its own. The player who finishes wins the hand and every other player pays the finisher a fixed penalty in chips. Winning is positive — your score goes up when you win, the same direction as your chip balance. This is not a "lowest total wins" or cumulative-penalty system.
Some finishes are worth double or quadruple:
- Okeyle bitme (finishing by discarding the real okey): ×2. Note: discarding the sahte okey (false joker) does not double.
- Çift gitme (finishing on 7 pairs): ×2.
- Çift + okey together: ×4.
In Klasik there is no opening threshold, and tiles left on a loser's rack are not summed as a penalty — each loser simply pays the flat finishing penalty (doubled where it applies).
How 101 (Yüzbir) differs
Do not confuse Klasik with 101 Okey — they use a completely different scoring model. In 101 you start at 101 points, you must açma (open your melds on the table with a hand worth at least 101 points) before you can finish, and the score is a penalty-point race: points accumulate across rounds and you are eliminated as your total climbs, so low is good there. That cumulative penalty-point model belongs only to 101 — Klasik (Düz) Okey never works that way.
The fastest way to learn is to play — Game Finale lets you practice free against AI before joining live tables.