How to play
- 106 tiles: 1 to 13 in four colours, two of each, plus two false jokers. Everyone gets 21 tiles; the starting player gets 22 and begins by discarding.
- A tile is turned up as the indicator, and the okey is the next tile of its colour (after 13 comes 1). The okey is wild; a false joker plays only as the okey's own face.
- On your turn you draw from the stock, or take the previous player's discard if you put it down that turn, then meld if you wish, then discard.
- A run is three or more consecutive tiles of one colour, a set three or four of one number in different colours, and a pair two identical tiles.
- You open with runs and sets worth at least 101 in one turn, or with five pairs. Once open, you may add tiles to any meld on the table.
- Discarding an okey, or a tile that could be added to the table, costs 101.
Scoring and winning
- A round ends when a player melds every tile and discards the last one; they score minus 101, doubled for finishing with pairs or with an okey discard.
- Everyone else adds the value of the tiles left in hand, doubled for a pairs opener; a player who never opened adds 202, or 404 or more when the winner finishes with pairs, an okey discard or all 21 tiles at once.
- If the stock runs out with no winner, unopened players add 202 and the rest the value of their tiles.
- After three rounds, or one if you choose it before the game, the lowest total wins.
Baloot
Jackaroo
Jackaroo Complex
Kout Bo 4
Kout Bo 6
Tarneeb
Hand
Saudi Hand
Domino
Ludo
Tanj
Leekha
Bint al-Sbeet
Seven of Diamonds
Konkan
Banakil