101 okey rules and scoring
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101 okey uses the same tiles as classic okey but is a different game: the goal is to lay your melds on the table, add tiles to other melds and finish your hand before anyone else. Scores are penalty points, and the lowest total at the end wins. This guide covers the rules of 101 okey on Boombala and how to count points, with examples.
Tiles, indicator and okey
A 106-tile okey set is used. The tile one higher than the indicator, in the same colour, is the okey and stands in for any tile; fake okeys play as the okey's own face. Inside a meld, the okey is worth the number of the tile it replaces. For the basics of tiles and the indicator, see how to play okey.
Dealing
Everyone is dealt 21 tiles; the player after the dealer gets 22 and starts by throwing a tile without drawing. Turns pass to the right: draw from the pile or take the tile on your left, then throw one.
Opening with 101
Before you can lay melds on the table you have to open. There are two ways:
- Runs and sets: the numbers on the tiles you lay down must add up to at least 101.
- Pairs: lay down at least 5 pairs. Whoever opens with pairs can only lay pairs afterwards.
Example opening
A red 10-11-12-13 run (46), a black-blue-yellow 13 set (39) and a black 9-10-11 run (30) add up to 46 + 39 + 30 = 115, enough to open. A run may also end 12-13-1, in which case the 1 is worth 1 point.
After opening: laying melds and adding tiles
- On turns after the one you opened, you may lay as many new melds as you like (the 101 minimum no longer applies).
- You can add a tile to the start or end of any run on the table, or a missing colour to a set of 3.
- You can't add tiles on the turn you open; that starts the following turn.
- You must always keep a tile to throw: throwing your last tile finishes the hand.
Taking the discard
You may take the tile the player on your left threw, but it must go on the table that turn: if you haven't opened, you have to open with it; if you have, add it to a meld or use it in a new one. If you can't, you give it back and score 101.
Counting penalty points
At the end of a hand each player scores:
| Situation | Points |
|---|---|
| Finished the hand | −101 |
| Never opened | 202 |
| Opened | Sum of the tiles left in hand (an okey counts 101) |
| Opened with pairs | Sum of the tiles left in hand × 2 |
Whoever finishes by throwing the okey, or in one go (opening and finishing in the same turn), scores −202 and doubles everyone else's penalty: a player who never opened then scores 404.
Penalties during the hand
- Throwing an okey: 101.
- Throwing a workable tile (one that fits a meld on the table): 101.
- Giving back a taken tile you couldn't use: 101.
- Indicator: showing the indicator from your hand on your first turn scores −101.
Worked example
Ayşe finished: −101. Mehmet had opened and kept 3, 9 and 12: 24. Can opened with pairs and kept a 5: 5 × 2 = 10. Deniz never opened: 202. Had Ayşe finished by throwing the okey, the scores would be −202, 48, 20 and 404.
If the draw pile runs out nobody has finished: everyone scores their hand and nobody gets −101.
101 in partners
In partners, players sitting opposite each other form a team and their penalties add up. Add tiles to your partner's melds to help them finish quickly. The team with the lowest total at the end wins.
How many hands?
The host picks 1, 3, 5, 7, 9 or 11 hands. Penalties add up, and after the last hand the lowest total wins.
101 tips
- Opening early isn't always best, but failing to open as the pile shrinks costs 202.
- Don't sit on high tiles (10–13): after opening, every number left in your hand counts against you.
- Check the table before you throw: a workable tile costs 101.
- An okey left in your hand counts 101, so use it in a meld if you can.