Gameweave

Okey

Four-player Turkish tile rummy. Form a winning rack of 14 tiles in valid sets and runs (or seven pairs), then discard the extra tile.
This is the traditional public-domain ruleset. The digital edition keeps hands hidden and uses player-laid meld slots so a winning partition is explicit, not guessed.

Players

Exactly 4 players. Seats play 1 → 2 → 3 → 4. You may take the discard of the previous seat (the player who just discarded).

Objective

Be the first to arrange 14 tiles into valid combinations and discard the 15th. A winning hand is 14 tiles grouped entirely into sets and/or runs of at least three, or seven identical pairs.

Components

106 tiles:
•
Numbers 1–13 in four colors (red, black, blue, yellow), two of each (104 numbered tiles).
•
2 false jokers — special tiles with a star, no number.
Each player has a private rack. Melds stay on that rack until someone wins; they are not laid in the centre during play.

Setup and the Okey

1.
Shuffle all 106 tiles face-down.
2.
Turn one tile face-up as the indicator. If it is a false joker, it is returned to the stock and another tile is turned (the digital deal repeats until the indicator is a numbered tile).
3.
The Okey (wild) for the round is the tile one number higher in the same color. After a 13, the Okey is the 1 of that color.
•
Example: a red 4 indicator makes both red 5s wild.
4.
Because those numbered tiles are wild, the two false jokers stand in for that identity (the red 5s in the example) when a player needs the real tile to complete a run or set.
5.
Deal: player 1 receives 15 tiles; players 2, 3, and 4 receive 14. The rest is the face-down stock.
Player 1 starts (they already have 15, so they do not draw on the opening turn). The opener moves one seat on in each game after that: in the second game player 2 is dealt the 15 tiles and starts, and so on.

Turn structure

Play proceeds seat by seat.
1.
Opening turn: player 1 discards one unwanted tile face-up. They do not draw.
2.
Every later turn:
•
Draw the top face-down stock tile or the top face-up tile from the previous player's discard.
•
Optionally lay melds into your private slots (sets/runs, or pairs if you are on the seven-pairs path). You may undo the last laid meld.
•
Discard one tile face-up. That discard is what the next player may take.
You must draw before you discard, except on the opening turn.

Valid combinations

Combinations use effective identity: a false joker counts as the Okey's color and rank; a wild Okey (the numbered tile matching the indicator + 1) fills any gap.

Groups (sets)

Three or four tiles of the same number, all different colors.
•
Valid: red 7, black 7, blue 7.
•
Invalid: red 7, black 7, and a second black 7 (colors cannot repeat).

Runs (sequences)

Three or more consecutive numbers of the same color.
•
Valid: black 4, black 5, black 6.
•
The 1 may be lowest (1, 2, 3) or highest after 13 (12, 13, 1).
•
A run cannot wrap (13, 1, 2 is invalid).

Seven pairs

Instead of sets and runs, you may win with seven pairs of identical tiles (same color and number, or a tile plus a wild). The two false jokers are the same identity, so they form a pair. You cannot mix the pairs path with sets/runs in one winning hand.

Winning

When 14 tiles are laid in valid combinations and you hold one extra tile after drawing (or on the opening 15):
•
Reveal the rack.
•
Discard the unmatched 15th tile into the centre (not your usual discard pile).
The round ends. This edition is one round — the winner of the round wins the game. If the round runs on with no win (80 completed turns), the game is a draw.

Digital notes

•
Player-laid melds. You group tiles into meld slots yourself. The engine does not auto-partition a hidden 14. Melds stay private until you win.
•
First meld locks the path. Laying a set or run locks you into sets/runs; laying a pair locks you into seven pairs. Undo the last meld (down to an empty rack) to switch.
•
You must leave at least one tile in hand when laying, and you cannot meld more than 14 tiles. When a win is available you must take it rather than discard.
•
Seating is 1→2→3→4, not physical counter-clockwise around a table.

Optional table scoring (not used in this edition)

Traditional multi-round play starts each player at 20 points. On a standard win, the others lose 2. Winning by discarding a wild Okey as the 15th, or winning with seven pairs, doubles the penalty (4). This digital game does not track that ledger; it ends after one round.