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Okey and Küt terms: indicator tile, Okey and false joker

The terms you will hear at the Okey and Küt table, defined in a single sentence each. Familiar if you know standard Okey or Rummikub, alongside the rules unique to Küt.

Tile set

106 tiles: numbers 1 to 13 in red, black, blue and yellow, two of each (104), plus two false jokers.

Indicator tile

The tile turned face up after the deal. It determines which tile is Okey.

blue 8
Indicator tile: blue 8
Okey

The tile one number higher in the same colour as the indicator tile. If the indicator tile is 13, Okey is 1 in that colour. Okey is wild and can substitute for any tile; there are two in the set.

blue 9 (okey)okey
Okey: blue 9
False joker

Two tiles marked with a symbol instead of a number. They are not wild: each simply stands for the number and colour of the Okey tile. If Okey is blue 9, the false joker is played as blue 9 and cannot represent any other tile.

false joker
False joker
Tile rack

The wooden rack that holds your tiles, visible only to you.

Küt

A group of three or four tiles of the same number in different colours—the matching-number meld in Okey (equivalent to a group in Rummikub).

red 5black 5blue 5
Three-tile Küt group
Run

At least three consecutive tiles in the same colour. 12-13-1 is a valid run; 13-1-2 is not.

yellow 3yellow 4yellow 5
Three-tile run
Pair

Two tiles of the same colour and number. Pairs are valid only in contracts that require them and in the all-at-once final round; you cannot add a tile to a pair.

Contract

The groups you must lay on the table to meld in a round—for example, “two three-tile groups”. At the table, it is also referred to as the task, rule, requirement or penalty.

Meld

Laying down the groups required by the contract. On the turn you meld, you cannot touch the table again.

Add a tile

Adding a tile from your rack to a group on the table on a later turn, once you have melded. You can add to your own groups or an opponent’s.

Playable tile

A tile that can be added to a group on the table. Discarding it incurs a penalty.

Buy the discard

Taking a discarded tile out of turn by drawing a penalty tile from the draw pile. The turn order does not change.

Penalty tile

A tile drawn from the draw pile when buying the discard or making a penalised discard. It adds to the tiles on your rack, but it can also help you form a new group.

Finish with Okey

Ending the round by discarding the real Okey as the final tile. Everyone’s penalty points are doubled.

All-at-once finish

The final round played without a contract. Players cannot meld in stages; the round is won by laying down all the tiles on your rack at once.

Multiplier

The number used to multiply the points remaining on a melded player’s rack: 5 if Okey is red or black, 2 if blue or yellow. An Okey left on your rack counts as 25 points.