17 OKEY 17 OKEYOpen Okey

Kanlı okey rules

Kanlı okey (“bloody okey”) is 101 okey played OPEN: opened melds stay on the table for everyone, you add tiles to your opponent's melds and the penalty lands on them. This guide is the complete rule set 17 OKEY plays; the game engine verifies the same rules with 2060 automated tests.

Last updated: 16 September 2026

Tiles and the deal

A set has 106 tiles: four colours (red, blue, black, yellow), two of each number 1 to 13 per colour (104) and two fake tiles.

Four players. Tiles are shuffled, everyone gets 14; the first player starts with 15 and moves by discarding. The rest form the face-down pile.

Each turn you either draw from the pile or take the tile the previous player just discarded, then discard one tile.

Indicator, okey and the fake

One tile is turned up from the pile: the indicator. The okey is the tile one higher in the same colour (indicator 13 makes 1 the okey). There are two okeys and each acts as a joker in any meld.

The fake tile is not an okey: it is an ordinary tile carrying the okey's identity. If the indicator is red 5, the fake plays as red 6. Finishing by discarding a fake is a normal finish, not an okey finish.

What is a meld?

  • Run: at least three consecutive numbers of one colour (red 4-5-6). A 1 may follow 13 or precede 2, but 13-1-2 is not allowed.
  • Set: three or four tiles of the same number in different colours (blue 9, red 9, black 9).
  • The okey stands in for the missing tile in either.

The 51-point bar and doubling

To open, the melds you lay down in your first opening must total at least 51. An okey counts as the tile it replaces.

Doubling: if someone opened before you, you must beat their opening total. If 68 is on the table you open with 69 or more, and the chain continues for every new opener. On a no-doubling table 51 is enough.

Once you are open, new melds go down without conditions; you must always keep at least one tile to discard.

Feeding tiles, even into your rival's melds

After opening you can add a tile from your rack to ANY open meld on the table, yours or your opponent's. The meld's owner takes a penalty of the tile's value × 10 (you fed a blue 7: +70 to the rival).

Feeding an okey into a rival's meld costs them the value it represents × 10. If you hold the real tile an okey stands for, you can swap it in and take the okey to your rack: the meld's owner takes 100 + tile value × 10.

Stealing the okey: if you hold the real tile that completes the gap an okey fills in any meld (it need not be yours), feed it and take the okey. The meld's owner takes 100 + fed tiles × 10 (you gave a blue 8 and took the okey: +180). A fake can only close the gap where the okey stands for its own identity.

The punished discard: 100 points

If you discard a tile that completes an open meld on the table, that is a punished discard and you take 100. Read the table before discarding: with a rival's 5-6-7 out, an 8 or a 4 is a penalty.

The final discard that ends the hand is exempt; finishing scores stay clean.

Taking from the discard

You may take the tile the previous player discarded, but you must use it in the same move, in your opening or by feeding it into an open meld. The player who discarded it takes tile value × 10.

An unopened player who completes a fifth pair with the discarded tile may take it and open pairs.

Opening with pairs

Two identical tiles (blue 9 and blue 9) make a pair. You open with at least five pairs; six or seven also work. The 51 bar and doubling do not apply to pairs.

A pairs player cannot lay melds or feed tiles; pairs is a separate road. A pairs player's penalty multiplier is 10 at every finish.

Finishes and the penalty table

With one tile left, discard it to end the hand. Three finishes exist: hand finish, pairs finish, and finishing by discarding the okey. The finisher scores minus, everyone else plus; the lowest total wins.

EndingFinisherOpened opponentUnopened opponent
Hand finish−500remaining tiles × 5+500
Pairs finish (5+ pairs)−1000remaining tiles × 10+1000
Finish by discarding the okey−1000remaining tiles × 10+1000
Pile ran out (draw)noneremaining tiles × 5+500

An okey left on a rival's rack counts 500 if they opened melds and 1000 if they opened pairs; a fake counts by its identity value.

If the pile runs out and the next player cannot draw, the hand is a draw: nobody takes −500, opened players take remaining tiles × 5, unopened players take 500.

Table options

  • Solo or pairs (2v2): partners sit across; stealing from or feeding your partner carries no penalty.
  • Assisted or unassisted: assisted tables mark punished discards, auto-sort melds and feed with one tap. Rules are identical on both.
  • With or without doubling, 1 or 3 hands.
  • Online tables have a move timer; if your connection drops a bot plays your tiles and you return to the same seat. Every move is verified by the server.

Frequently asked

What is the difference between kanlı okey and 101 okey?
Both use the 51 bar and doubling. In kanlı okey melds stay open on the table, tiles are fed into rivals' melds, the punished discard costs 100 and the okey can be stolen; in classic 101 melds stay hidden and penalties are counted only at the end.
Who can steal the okey?
Anyone holding the real tile that completes the gap the okey fills; you do not have to own the meld. A fake can only close the gap where the okey stands for its own identity.
Is finishing with a fake worth −1000?
No. The fake is not an okey; finishing by discarding it is a normal finish (−500 for melds, −1000 for pairs).
Can I feed tiles before opening?
No. Feeding, stealing the okey and feeding pairs are only available to a player who has opened.
What happens when the pile runs out?
The hand is a draw: opened players take remaining tiles × 5, unopened players take 500, nobody scores minus.

Try the rules at a table

Up for a hand?

Straight talk: 17 OKEY is free. Chips are virtual, have no real-money value and cannot be cashed out. This is a game of skill for entertainment, not gambling, and not directed at anyone under 18.