Glossary

Okey Glossary

Key terms used in okey. If you are reading the rules and come across an unfamiliar word, you will find it here.

Okey

The tile one number higher than the indicator, in the same color. Works as a joker and can substitute for any tile in a per. There are 2 copies in each game.

Fake Okey

The 2 special tiles that share the okey's number and color but cannot be used as jokers. They act as regular tiles only, representing their face value.

Indicator

The tile placed face up before the deal that determines which tile becomes the okey for the round. If the indicator is red 5, the okey is red 6.

Per

A valid group of tiles. Plural: pers. Must contain at least 3 tiles. Can be either a set or a run.

Set

A per made of the same number in different colors. For example, red 7, blue 7, black 7. No repeated colors allowed in a set.

Run

A per made of consecutive numbers in the same color. For example, yellow 4, 5, 6, 7. The sequence 12-13-1 is valid, but it cannot extend further.

Doubles

A finishing strategy using 7 pairs of identical tiles instead of pers. Scores higher than a regular finish. Pairs and pers cannot be mixed.

Finishing

Completing your hand so that all 14 tiles form valid pers (or 7 doubles), then discarding your last tile to end the round.

Empty Round

A round where the pile runs out and nobody finishes. No points are given or lost.

Kafa Atmak

Turkish term for forming a single color sequence from 1 to 13 plus another 1 (14 tiles, all one color). Wins the game immediately.

Pile

The face-down tiles in the center of the table that players draw from on their turn.

Discard

The tile a player places face up at the end of their turn. The next player can choose to take it instead of drawing from the pile.

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