101 Okey is an okey variant played by four players with 106 tiles. The goal is to open your hand with sets worth at least 101 points, shed your tiles onto the table to be the first to finish, and end the match with the lowest penalty score.
Every hand of 101 Okey is a race between two goals: opening your hand by passing the 101-point threshold and getting rid of your tiles before everyone else. When a hand ends, players who could not open or still hold tiles receive penalty points; the results are written to the score sheet after every hand. When the chosen number of hands is complete, the player with the fewest penalty points wins. So 101 is a strategy game played over a series, not a single hand; even after a bad hand, careful play can turn the series around.
Tiles come in 4 colours: red · black · blue · yellow. There are two tiles of every number in every colour.
The game uses 106 tiles: two sets of the numbers 1 to 13 in 4 colours (104 tiles) plus 2 false okeys. Each player is dealt 21 tiles; the first player starts with 22 and discards on their first move without drawing. A false okey is not a joker: for that hand it stands in for the real okey tile, with its number and colour. The joker role belongs to the real okey, which is determined by the indicator.

At a four-player table each player is dealt 21 tiles; the first player gets 22. Your tiles are arranged on your rack.
The tile one higher than the face-up indicator tile, in the same colour, is the okey of that hand. The okey is the joker that can replace any tile.
When it is your turn, draw one tile either from the face-down pile or from the tiles discarded by the player on your left. You always hold one extra tile.
Build runs (same colour, consecutive) or groups (same number, different colours). Once your sets are worth at least 101 you can open your hand on the table. Alternatively you can open with at least 5 pairs.
Once you have opened, shed your hand by adding suitable tiles to the sets on the table. You discard one tile at the end of every turn.
Lay down or add all your tiles and discard your last one to finish the hand. When a hand ends, the tiles left in your opponents’ hands are scored as penalty points; after all hands, the player with the fewest penalties wins.
A set (per) is a valid arrangement of at least 3 tiles. There are two kinds:
At the start of each hand an indicator tile is turned up in the middle; the tile one higher in the same colour is the okey of that hand. The okey replaces any tile and is counted at the value of the tile it replaces.

Laying sets on the table for the first time is called opening. The sets you open with must total at least 101 — that is where the game gets its name. In doubling mode, if someone opened before you, you have to beat their score.
Total 105 ≥ 101 → this hand can be opened.
On miniOkey Web, once your hand is ready just press Open Series or Open Pairs — the game adds up your sets for you and lays your tiles on the table if you pass 101.

Opened sets are laid out on the table each in its own row, one under the other. That way everyone can see who opened what and which sets can take more tiles.

Instead of sets you can also open your hand with pairs: two identical tiles make a pair, and you need at least 5 pairs to open. Pairs are also laid out one per row. If you finish the hand by pairing up your remaining tiles too, you earn a big reward.

One of miniOkey Web's best-loved features: when you set up your own table you can fill the empty seats with bots (computer players). You never wait for the table to fill — even if you are the only real player, you start playing against three bots instantly. Playing against bots is the best way to try out the finer points of opening and adding tiles in 101 without risk; once you feel confident, move on to tables with real players.
After opening you can add suitable tiles from your rack to the sets on the table — both your own and your opponents'. For example, if there is a 5-6-7 run on the table you can add your 8 to its end. Adding tiles is the fastest way to shed your hand. On miniOkey Web you can take back the tiles you laid down during the same turn with Undo Collect; but if you try to open and take your tiles back, you get 101 penalty points — so do your sums before you open.
In 101 the score is a penalty count: at the end of every hand points are written down for everyone, and when the chosen hands are over the player with the lowest total wins the match. The player who finishes gets minus points (a reward); everyone else is penalised for the tiles left in their hand. On miniOkey Web the game does all the arithmetic automatically; you can follow the hand-by-hand breakdown on the Scoreboard in the top menu.
| Opening with sets (runs / groups) and finishing | −101 |
| Opening with pairs and finishing | −202 |
| Finishing by discarding the okey as the last tile | twice the above (−202 / −404) |
| Never opened their hand | 202 |
| Opened: each normal tile left in hand | its face value |
| Okey tile left in hand | 101 |
| False okey left in hand | face value of the okey |
| Opened with pairs | penalty in hand doubled |
Each of the following doubles the penalty of the players who did not finish; if more than one happens in the same hand the multipliers stack (2 cases = 4 times, 3 cases = 8 times). The 202 of a player who never opened is doubled too.
| Discarding a tile that could be added to a set on the table (a playable tile) | +101 |
| Discarding the okey tile | +101 |
| Trying to open, falling short of 101 and taking the tiles back | +101 |
No playable-tile or okey penalty applies to the final discard that finishes the hand. After you have opened, you can take back the moves of that same turn without penalty.
If the pile runs out before anyone finishes, the hand has no winner: a player who never opened gets 202, a player who opened is penalised for the tiles left in hand (doubled if they opened with pairs). The doubling cases do not apply here.
| Ayşe — finished, with the okey | −202 |
| Mehmet — opened; 3, 7 and the okey left (3 + 7 + 101 = 111) × 2 | 222 |
| Can — opened; a single 5 left (5) × 2 | 10 |
| Zeynep — never opened (202) × 2 | 404 |
When the number of hands chosen by the table host (1, 3, 5, 7 or 11) is over, the totals are ranked. Every member at the table puts gold worth the table value into the pot. First place takes the pot (three times the table value minus a 5% site fee as net winnings; e.g. 712 gold at a 250 table), second place gets their entry gold back, third and fourth get nothing. First place also earns 200 XP, the others 50 XP. Guest players do not receive gold or XP.
Your sets must be worth at least 101 points. The face values of the tiles in your sets are added up; if the total is 101 or more you can open your hand. You cannot put tiles on the table before reaching this threshold.
Every set has at least 3 tiles. There are two kinds: a run of consecutive numbers in the same colour, or a group of the same number in different colours.
It means opening your hand with pairs instead of sets. Two identical tiles make a pair, and you need at least 5 pairs to open. Each pair is laid out in its own row on the table.
A player who has not opened their hand by the end of the hand gets 202 penalty points. If the winner finished in the same turn they opened, went for pairs or finished by discarding the okey, this penalty is doubled for each of those.
Yes. The okey replaces any tile you want (it is the joker) and completes unfinished sets. It is also counted at the value of the tile it replaces, which makes opening easier.
If you still hold the okey when the hand ends, it alone costs you 101 penalty points. A false okey is penalised at the face value of the okey tile. Holding on to the okey to drag out the hand is therefore risky.
After opening you can add suitable tiles from your rack to the sets on the table — both your own and your opponents’. This lets you shed your tiles quickly and get closer to finishing the hand.
Standard 101 okey is played by 4 players with 106 tiles: two sets of the numbers 1–13 in 4 colours, plus 2 false okeys. Each player gets 21 tiles; the first player starts with 22.
In doubling mode, everyone who opens after the first player must open with a higher total than the last opening. This makes the game more strategic and competitive.
Yes. When you set up your own table you can fill the empty seats with as many bots (computer players) as you like. You start right away without waiting for players; playing against bots is also ideal for learning the 101 rules and practising.
Yes. When the match ends, the "New Game" button starts a new match at the same table with the same settings in one click — no trip back to the lobby. Drawing and discarding happen instantly, so play stays fast and uninterrupted.
Want to learn the rules of classic okey too? Read How to Play Okey; if you feel ready, play 101 for free.
You know the rules — now try them against real players on miniOkey Web, no installation needed.
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