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.

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.
okeyOkey: 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 - 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).



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.



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.