Okey. Gefällt 2,6 Mio. Mal. Milyonların oynadığı Okey ile arkadaşlarınla eğlen ve yeni arkadaşlıklar kur! cybericard.com Okey ist ein traditionelles türkisches Legespiel mit Spielsteinen. In der Türkei erfreut es sich bereits seit mehreren Generationen großer Beliebtheit und wird vor. Okey ist ein in der Türkei sehr beliebtes Spiel aus der Rommé-Familie. Die Abstammungsfolge zu Rommé oder Rummikub ist nicht geklärt. Die Spielsteine für Okey und Rummikub sind nahezu identisch und gegeneinander austauschbar.
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Each watch itself Okey Okey aware of performing expertise Okey Okey he had. - Einführung - Ausstattung und SpielerDie 1 kann als niedrigster Spielstein vor der 2 verwendet werden, oder als höchster Spielstein nach der 13, aber nicht beides gleichzeitig.
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Adresse e-mail. Daring 12m 27 pts Voir plus Voir moins. After a random dealer is chosen, each player is given 21 tiles your hand and the dealer gets 22 tiles.
The rest of the tiles go face down into the bank and one tile which indicates what the joker will be is turned face up. The game is played counter-clockwise.
The dealer starts the game by throwing away one of his tiles. The turn then goes to the player on his right. A player starts their turn by either taking a tile from the bank or taking the tile thrown away by the previous player.
If the player cannot open they finish the turn by throwing away one of the tiles from their hand. A player must always throw away a tile to finish the turn, even when finishing their entire hand.
The tile that indicates what the joker will be changes each individual round. The two joker tiles also called 'false jokers' are the same value as this tile's value plus 1.
These jokers look different from the standard tiles and vary in appearance according to the Okey set used. The actual jokers which can represent any tile in the game are the actual tiles that get replaced by the false jokers.
If for example the indicator tile is a blue 5, the actual jokers are the two blue 6 tiles and the joker tiles or false jokers have the value of the blue 6.
The minimum number of points required to open your hand is In order to open the player needs to create sets of either 3 or 4 identical numbered tiles of different colors e.
A set must have a minimum of three tiles. Players are only allowed to add to existing sets on the table after they have opened with a minimum of points already.
Players are of course allowed to open and then add to other sets within the same turn. If a player takes the discarded tile from the previous player they must always use that tile.
The player is not allowed to keep the tile in their hand. A player is allowed to take the discarded tile and then return it and still take from the bank without receiving a penalty.
Another way to open your hand is with a minimum of five doubles. Doubles are two identical tiles. If you open with doubles you are not allowed to lay normal sets anymore.
You are, however, allowed to add tiles to existing sets from other players on the table. If all four players open with doubles within one round, that round gets canceled and replayed.
No players receive any penalties. In order to complete a round, a player must play all the sets from their hand and finish with discarding a tile.
The other players receive penalty points. When all of the rounds have finished, all penalty and minus points of all of the rounds are added together and the player with the fewest points is the winner.
Players receive an additional penalty of for the following actions. These penalties are added to the total points for that round.
If the indicator tile is a 13 the joker then becomes a 1. Sets of the same number are not allowed to have the same color in them e. Running sets are not allowed to continue from 13 to the 1 e.
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After this, each player in turn may either take the tile just discarded by the previous player, or draw the next tile from the supply in the centre of the table, and must then discard one unwanted tile.
This continues in anticlockwise rotation until a player forms a winning hand and exposes it, ending the play. Discarded tiles are placed to the right of the player who discarded them, in a stack, so that only the most recent discard in the stack is visible.
The usual rule is that you are allowed to look through all the tiles in the discard stacks to your right the tiles you discarded and to your left the tiles you had an opportunity to take , but you can only see the exposed top tiles of the two discard stacks on the other side of the table.
So for example a black 7 plus two red 7s would not form a valid set. A run el consists of three or more consecutive tiles of the same colour.
The 1 can be used as the lowest tile, below the 2, or as the highest tile, above the 13, but not both at once. So green or yellow would be valid runs, but black would not be valid.
A winning hand consists of 14 tiles formed entirely into sets and runs - for example two sets of 3 and two runs of 4, or a run of 6 plus a run of 3 plus a set of 4.
No tile can be used as part of more than one combination set or run at the same time. Another type of winning hand consists seven pairs.
Each pair must consist of two identical tiles for example two black 9s. Two tiles of the same number and different colours do not make a pair - the colours must be the same as well.
If you have a winning hand, then you can end the play by exposing all 14 of your tiles after discarding.
Apart from the discards and the face up tile on top of the six-tile stack, no tiles are exposed until a player shows a winning hand: no sets or runs are exposed during the game.
Tiles are always drawn from the top of the next available stack. When only the final stack of 6 tiles remains, the exposed tile is removed from the top of this stack and the other five tiles are drawn in order.
The exposed tile the red 4 in the example diagrams can never be drawn. When there are no tiles left in the centre except the single exposed tile, if the next player to play does not want to take the previous player's discard, the play ends because there are no cards left to draw.
As already explained, the two tiles that are the same colour as the face up tile and one greater in number are the jokers.
These tiles can be used to represent any tile the holder desires, in order to complete a set or run. For example, if the red 4 is face up, the red 5s are jokers.
The two false jokers - the tiles without numbers - are used only to represent the joker tiles. It would seem to be logically equivalent to use the false jokers as jokers and every tile to be what it appears to be.
A possible reason may be that if through any defect in the tiles, some players learn to recognise the false jokers from the back, that would give them an unfair advantage.
If a different tile is used as the joker in each game, recognising a joker from the back becomes much more difficult.
If you have a winning hand of groups and runs using at least one joker, you do not have to expose it immediately. If you wish, you can continue playing in the hope of forming a winning hand plus a joker.
If you are able to end the game by discarding a joker and exposing your remaining 14 tiles as a winning hand, your win is worth twice as much as an ordinary win.
Note that by continuing to play instead of exposing your ordinary win, you run the risk that another player may complete a winning hand and expose it before you can achieve your double win, in which case you gain nothing for your concealed winning hand.
Each player begins the game with 20 points and loses points each time another player wins a game, as follows:. When a player wins an ordinary game, each of the other players loses 2 points.
When a player wins by discarding a joker, each other player loses 4 points. When a player wins with seven pairs, each other player loses 4 points.
Also, if at the start of the play, a player shows the tile that matches the face up tile on the six-tile stack, each of the other players loses 1 point.