FAQ

101 FAQ

Answers to common questions about how 101 works. For full rules, start with the rules page.

What is the difference between okey and 101?

Both use the same 106 tiles, but the rules are very different. Okey is simpler: form melds on your rack and finish. 101 adds opening thresholds, committing tiles to the table and a detailed penalty system. 101 is also played over 11 rounds by default, making it a longer and more strategic game.

What does opening mean in 101?

Opening means laying down your first melds (per in Turkish) on the table. Your opening must total at least 101 points, or you can open with 5 or more pairs instead. With Progressive, the default table rule, each opening must also beat the previous one. After opening, you can commit tiles to any meld on the table, not just your own.

What is committing?

After you have opened, you can add tiles from your rack to melds already on the table. These can be your melds or another player's. You can commit at most two tiles to either end of a run per turn. Committing helps you reduce your rack and avoid penalties.

Can I take the discarded tile?

Only if you can open your hand immediately after taking it. If you cannot open, you cannot take the discard. You may test it on your rack and return it without penalty. This is different from okey, where you can freely take discards.

What happens if I open with a wrong hand?

You get 101 penalty points, unless the host has switched Penalties off. Your tiles go back to your rack, and you continue playing normally. This is why it is important to double-check your melds and count your total before you open.

Is 12-13-1 valid in 101?

No. Unlike okey, the sequence 12-13-1 is not valid in 101. Runs must be strictly consecutive without wrapping around. This catches some players off guard when switching between the two game modes.

How do I retrieve an okey from the table?

If a meld on the table contains an okey and you have the real tile it represents, you can swap them once you have opened. For sets, you must complete all 4 colors first before the swap is allowed. The player who originally laid that okey down gets 101 penalty points when it is retrieved.

What is a direct finish?

If nobody has opened yet and you open and finish in one move, every other player gets 404 penalty points. If your last discarded tile is an okey, the penalty doubles to 808. It is the strongest play in 101 and can change the outcome of an entire game.

How does scoring work in 101?

Penalty points add up and reward points subtract. After 11 rounds by default, the player with the lowest total score wins. Different actions carry different point values. See the scoring page for the full breakdown.

What is Siler?

Siler is the reward for opening with 150 or more points or with 7 or more pairs: 101 points come off your score. It is earned the moment you open and stays for the rest of the round. The name stays Turkish and is always shown as Siler −101. On okey.gg it is always on.

Can I play 101 in teams?

Yes. Duo is 101 for two teams of two, with partners sitting across from each other. The host turns it on in the lobby, and it works with friends or bots. Every seat is scored as in a solo game and the team column shows the sum. When your partner finishes, you get nothing that round, and once your partner has opened, 101 points or 5 pairs is enough for you. See the Duo rules.

Can the host change the rules?

Yes. Before the game, the host sets the table rules in the lobby: Progressive or Fixed opening, Penalties on or off, 7 to 21 rounds (11 by default) and a turn time of 15 to 120 seconds or unlimited (45 seconds by default). A game against bots alone is never timed. See the table rules.

Have questions about the classic game mode?

See Okey FAQ →