Glossary

101 Glossary

Key terms used in 101, including the table rules and Duo. Many terms are shared with okey, but some are specific to 101.

Opening

Laying down your first melds or pairs on the table. Your opening must clear the opening threshold: at least 101 points or 5 or more pairs, and with Progressive more than the previous opening on the same ladder. Until you open, you cannot commit tiles or interact with the table. This is a 101-specific mechanic that does not exist in okey.

Opening Threshold (Açar)

The minimum you need to open: 101 points or 5 pairs. With Progressive it rises with each opening. In Duo, only the opposing team's openings raise it, and only until your partner has opened. The game always shows it as a number. Turkish players call it the açar.

Lay Down

Placing a complete new meld or pair on the table, on your opening turn or a later one. A player who opened with doubles can only lay down pairs, never a set or a run.

Committing

Adding tiles from your rack to melds already on the table after you have opened. You can commit to any player's melds, not just your own. At most two tiles to either end of a run per turn. Also known as laying off.

Okey

The tile one number higher than the indicator, in the same color. It is wild and can stand in for any tile in a meld or a pair. Can be retrieved from the table under certain conditions. Discarding an okey gets you 101 penalty points.

Retrieve

Taking an okey out of a meld on the table by putting the real tile it stands for in its place. Only after you have opened. In a set, all four colors must be completed first. The player who laid that okey down gets 101 penalty points (not written with Penalties off).

Fake Okey

The 2 specially marked tiles. They count as the okey's number and color and can sit in melds and pairs on that basis, but they are never wild.

Indicator

The tile placed face up before the deal. Determines which tile becomes the okey for that round. If a fake okey is drawn as the indicator, it is set aside and another tile is selected.

Indicator Claim

Declaring, before drawing any tile in the round, that you hold a tile identical to the indicator and placing it on top of the indicator. That tile then works as an okey for the doubles route only, and nobody can retrieve it once it has been laid down in a pair.

Meld

A valid group of at least 3 tiles: a set or a run. Melds are laid down when opening and can be extended through committing. The Turkish word is per.

Set

A meld of the same number in different colors, three or four tiles. No repeated colors are allowed. For example, red 7, blue 7, black 7 is a valid set.

Run

A meld of three or more consecutive numbers in the same color. In 101, the sequence 12-13-1 is NOT valid, unlike okey where it is allowed.

Pair

Two identical tiles: same number, same color. A pair is not a meld. Pairs only count on the doubles route.

Doubles Opening

Opening with 5 or more pairs instead of points. Risky: if someone else finishes first, your leftover tiles count double, and you can never lay down a set or a run afterwards.

Finishing

Emptying your rack entirely through melds, pairs and commits, then discarding your last tile. The round ends when a player finishes or the pile runs out.

Direct Finish

Opening and emptying your rack in a single turn when nobody else has opened yet (elden bitmek in Turkish). Every opponent gets 404 penalty points, or 808 if your last discard is the okey.

Empty Round

The pile runs out and nobody has finished. Nobody earns a finishing reward. If anyone has opened, racks are still scored: 202 for each player who never opened and the leftovers for each player who opened.

Penalty Points

Points added to a player's score. In 101, a higher score is worse. Mistakes such as wrong openings, discarding committable tiles and discarding the okey get you penalty points, and so do the tiles left on your rack when someone else finishes.

Reward Points

Points subtracted from a player's score. Earned for strong openings, finishing a round, direct finishes and doubles finishes. Rewards offset penalty points.

Siler

−101 for opening with 150 or more points or with 7 or more pairs. Earned the moment you open and never lost afterwards. The name stays Turkish and is always shown with its value: Siler −101. Always on in okey.gg.

Pile

The face-down tiles in the center of the table. Players draw from here at the start of each turn. When the pile runs out and nobody has finished, the round ends as an empty round.

Discard

The tile placed face up at the end of a turn. In 101, taking another player's discard means you must open on that same turn. If you cannot open, you cannot take it.

Host

The player who sets the table rules in the lobby before the game: Duo, Progressive or Fixed, Penalties, the number of rounds and the turn time.

Progressive

The table rule where every opening must beat the previous one. After a 120-point opening the next needs 121, and after a 6-pair opening the next doubles opening needs 7 pairs. Points and pairs rise separately. On by default. Turkish: katlamalı.

Fixed

The table rule where the opening threshold stays at 101 points or 5 pairs for everyone, all round. This is what the table plays when the host switches Progressive off. Turkish: katlamasız.

Penalties

The table rule that controls the in-play penalties: a wrong opening, discarding the okey, discarding a committable tile, the ×10 or ×20 for a discard the next player opens with and the 101 for a retrieved okey. On by default. With Penalties off, none of them is written. End-of-round scoring always applies. Turkish: cezalı.

Turn Time

How long each player has per turn. 45 seconds by default. The host can pick 15 to 120 seconds or unlimited, and a game against bots alone is never timed.

Duo

The 2 versus 2 variation. Partners sit across from each other and score as one team. The host turns it on in the lobby, and it works with friends or bots. Turkish: eşli.

Partner

In Duo, the player sitting across from you. Your two scores add up in one team column, and when either of you finishes, the other gets nothing that round.

Team

In Duo, you and your partner. Scored as one column, the sum of both seats.

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