1. Introduction - Equipment and Players

Okey is a popular Turkish game of the Rummy family, played with a set of 106 tiles. The faces of the tiles are numbered from 1 to 13, with the numbers printed in various colours. There are eight tiles of each number: two red, two green, two blue and two black. In addition there are two special tiles without numbers - these are known in this game as "false jokers". The backs of the tiles are plain, so tiles that are face down on the table or held by another player all look the same.

Okey Friends is always played by four players, although it is possible for two or three people to play, if some player is missing the AI bot will be activated and will play instead for the human.

The whole game is played anticlockwise.

During the game each player has a hand of 14 tiles. The object is, by drawing and discarding tiles, to be the first to form a hand that consists entirely of sets of equal numbered tiles, and runs of consecutive tiles of the same color.

2. Creating a game.

create game

Invitations

  • Facebook: To invite your Facebook friends to play with you after creating the game click invite and then chose your Facebook friends to send the invite.
  • App invites: are sent via facebook to your buddies to come and play with you
  • Share via … : Share the join link of your created game that your friends can join with a click.
  • Leave game: Anytime you desire to leave the game press leave button at the top right corner

3. Choosing a seat.

choosing a seat
  • To choose a seat click on any of the empty seats
  • Stand from seat: click stand on the top left corner

3.2 Choosing Partnership

Partners should sit opposite each other, if you have chosen the wrong seat stand and sit opposite your partner.

3.3 Starting Game

The admin can press start the game and the game will begin

3.4 Starting Round

When the round has ended the stats are displayed and final tables with scores. The next round will automatically begin after the countdown.

4. Distribution of Tiles and Determination of Joker

The first dealer is chosen at random. After the hands have been played and scored, the turn to deal passes to the right.

The 106 tiles are mixed and arranged in a stack. A tile is randomly chosen and displayed face up next to the stack. This face up tile determines the "joker" (okey) for the game - a wild tile that can be used to represent other tiles to complete a combination. The joker is the tile of the same colour and one number greater than the face up tile. For example if the face up tile is the green 10, the green 11's are jokers. The false jokers are not wild - they are used only to represent the tiles that have become jokers. So for example when the green 11s are jokers, the false jokers are played as green 11s (and cannot represent any other tile). If the face up tile is a 13, the 1's of the same colour are jokers.

Game Play

Now the stacks of tiles are distributed to the players. The player chosen will receive 15 tiles and the others 14 each. All the players should arrange their tiles so that they can see their faces but the other players cannot. The remaining tiles are left for the players to draw from during the game. They are moved to the middle of the table, without looking at them or disturbing their order.

5. Play

Now the current player that has the timer activated begins the play by discarding one tile, face up. After this, each player in turn may either take the tile just discarded by the previous player, or draw the next tile from the supply in the centre of the table, and must then discard one unwanted tile. This continues in anticlockwise rotation until a player forms a winning hand and exposes it, ending the play. If there are no remaining tiles and the nobody has a winning hand every player scores will be written down

Discarded tiles are placed to the right of the player who discarded them, in a stack, so that only the most recent discard in the stack is visible.

The usual rule is that you can only see the exposed top tiles of the discard stacks of the table.

The object of the game is to collect sets and runs.

A set consists of three tiles or four tiles of the same number and different colours. (So for example a black 7 plus two red 7's would not form a valid set.)

A run (el) consists of three or more consecutive tiles of the same colour. The 1 can be used as the lowest tile, below the 2, or as the highest tile, above the 13, but not both at once. So green 1-2-3 or yellow 12-13-1 would be valid runs, but black 13-1-2 would not be valid. A winning hand consists of 14 tiles formed entirely into sets and runs - for example two sets of 3 and two runs of 4, or a run of 6 plus a run of 3 plus a set of 4. No tile can be used as part of more than one combination (set or run) at the same time.

Another type of winning hand consists seven pairs. Each pair must consist of two identical tiles (for example two black 9's). Two tiles of the same number and different colours do not make a pair - the colours must be the same as well.

If you have a winning hand, then you can end the play by exposing all 14 of your tiles after discarding. Apart from the discards and the face up tile on top of the six-tile stack, no tiles are exposed until a player shows a winning hand: no sets or runs are exposed during the game.

Tiles are always drawn from the top of the stack. When only 6 tiles remains, the exposed tile is removed from the top of this stack and the other five tiles are drawn in order. The exposed tile (the red 4 in the example diagrams) can never be drawn. When there are no tiles left in the centre except the single exposed tile, if the next player to play does not want to take the previous player's discard, the play ends because there are no cards left to draw.

As already explained, the two tiles that are the same colour as the face up tile and one greater in number are the jokers. These tiles can be used to represent any tile the holder desires, in order to complete a set or run. For example, if the red 4 is face up, the red 5's are jokers. {Green 6, red 5, red 5, green 9} would count as a run, using jokers for the green 7 and 8. Alternatively, {yellow 10, black 10, red 5} would be a set, using the red 5 to represent the red or green 10.

When collecting a hand of seven pairs, a joker can be used with any tile to form a pair.

The two false jokers - the tiles without numbers - are used only to represent the joker tiles. So for example when red 5's are jokers, the false jokers are played as red 5's: for example {red 4, false joker, red 6} is a run, and {black 5, green 5, yellow 5, false joker} is a set.

If you have a winning hand of groups and runs using at least one joker, you do not have to expose it immediately. If you wish, you can continue playing in the hope of forming a winning hand plus a joker. If you are able to end the game by discarding a joker and exposing your remaining 14 tiles as a winning hand, your win is worth twice as much as an ordinary win. Note that by continuing to play instead of exposing your ordinary win, you run the risk that another player may complete a winning hand and expose it before you can achieve your double win, in which case you gain nothing for your concealed winning hand.

6. Scoring

Each team begins the game with 0 points and gains points each time another player wins a game, as follows:

6.1 Standalone Play

  • When a player wins an ordinary game, each of the other players score is added to their scoresheet. The score is the sum of all invalid sets or runs. And the winning player scores -10 points
  • When a player wins by discarding a joker, each other player score is the sum of all invalid sets or runs times 2. And the winning player scores -20 points.
  • When a player wins with seven pairs, each other player score is the sum of all invalid sets or runs times 3. And the winning player scores -30 points.
  • When a player wins with seven pairs by discarding a joker, each other player score is the sum of all invalid sets or runs times 6. And the winning player scores -60 points.

If the game ends without any player exposing a winning hand (because there are no tiles left to draw, and the player whose turn it is cannot win by taking the previous discard), every player is scored the sum of all invalid sets or runs.

Play continues until the final round (1,2 ,4 8). The two players with the lowest scores at that time are the winners and the two with the highest scores are the losers.

6.2 Partnership Play

  • When a player wins an ordinary game,the other team players score is added to their scoresheet. The score is the sum of all invalid sets or runs. And the winning team scores -10 points.
  • When a player wins by discarding a joker, the other team players score is the sum of all invalid sets or runs times 2. And the winning team scores -20 points.
  • When a player wins with seven pairs, the other team players score is the sum of all invalid sets or runs times 3. And the winning player scores -30 points.
  • When a player wins with seven pairs by discarding a joker, the other team players score is the sum of all invalid sets or runs times 6. And the winning player scores -60 points.
  • If the game ends without any player exposing a winning hand (because there are no tiles left to draw, and the player whose turn it is cannot win by taking the previous discard), every player is scored the sum of all invalid sets or runs.

    Play continues until the final round (1,2 ,4 8). The two players with the lowest scores at that time are the winners and the two with the highest scores are the losers.

Display Stats

7. Next Round

The next round will start automatically after a the countdown ends or manually by the admin. It is displayed at the end of the round at the bottom of the stats.

8. Next Game

If players want to play another game of same rounds and maintain the seats at the end of the game the admin can press Next Game and another game will begin.

Click here to download Okey Friends Android from Google Play

Click here to download Okey Friends iOS from AppStore