Tars Okey 1.0.4
Curse Maven Snippet
What's new
New game: 101 Okey (Yuzbir)
- A third table joins the coffee house: the 101 table, burgundy felt instead of green, with a brass inlay around the field where the open melds lie. Four seats, the same tiles, the same istaka racks
- Classic 101: 21 tiles each, 22 for the player who starts, and a talon of only 20. You open with at least 101 points in melds, or with five pairs (cift) if that is allowed at the table
- 12-13-1 is not a run. Unlike normal Okey, the run stops at 13 - this is the rule that decides more hands than any other
- The joker counts what the tile it stands for is worth. Discarding the okey costs 101 penalty points, and so does a tile the player before you could have used
- Played on the table. Draw from the talon or from your neighbour's discard pile, hold a tile and drop it on a free row in the middle to lay it out, then press O and open the whole hand in one move - because opening IS one move. Lay off onto an open meld by dropping a tile on it
- Fewest points wins. A set runs over 2 to 8 hands, four by default. The winner of a hand subtracts 101; whoever never opened pays 202
- Three uncle strengths at the 101 table as well
- Stakes work exactly as at the Okey table: a fixed stake everyone pays in, or your own stake box - the four boxes lock while the set runs, and the winner of the set takes the pot and every box with it
Fixes
- 101 was played the wrong way round the table - the discard pile of the player before you sat on the wrong side. It now runs counter-clockwise, like Okey and like a real table
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