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Okey Strategy: 9 Tips to Finish First

To win at Okey, never throw the okey (it's a free joker for the next player), keep open-ended pairs like red 5-6 that can grow at both ends rather than gaps like 5-7, and watch what the player on your right takes, so you don't throw them the tiles they need. Count the tiles already thrown: when both copies of a tile are gone, any set waiting for it is dead. With five or more pairs early, going for seven pairs is often faster.

Play Okey free

1. Find the okey and keep it

As soon as the indicator is turned up, count one higher in its colour and look for that tile in your rack. Both okeys are wild, so they turn any almost-set into a set. Never throw one away: the player on your right gets a free joker.

2. Prefer open ends to gaps

Two tiles in a row of one colour can become a run with either neighbour: red 5-6 waits for a 4 or a 7, four possible tiles in all. Two tiles with a gap need exactly the tile in the middle: red 5-7 waits only for a red 6, two tiles.

Open564 or 7: 4 tilesGap57only 6: 2 tiles
An open pair waits for twice as many tiles as a gap.

3. Throw lonely tiles first

Early in the hand, throw tiles that connect to nothing: no neighbour of the same colour, no matching number. Keep tiles that sit in two possible sets (a red 7 next to a red 6 that could also join a group of 7s); they're the most flexible tiles you have.

4. Don't feed the player on your right

Everything you throw lands in front of the player on your right. If they took a blue 8 from you earlier, they're probably building with blue 7-9 or 8s. Throwing a blue 7, a blue 9 or another 8 may hand them the finish. When in doubt, throw a tile they've passed on before.

5. Read the player on your left

The tiles your left-hand neighbour throws tell you what they don't need, and the tiles they pick up tell you what they do. Taking their tile also tells everyone what you're collecting, so take it only when it completes a set or fits a strong pair.

6. Count the dead tiles

There are only two copies of every tile. When both red 6s have been thrown, your red 5-7 gap can never be filled without the okey. Break up dead sets early and use those tiles for something that can still finish.

7. Know when to go for seven pairs

With five or more pairs in your first few turns, seven pairs is often the fastest finish, and it costs everyone 4 points instead of 2. Keep a close eye on what's thrown, though: a pair needs the one exact twin of a tile, and if it has already gone, that pair will never be made.

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Five pairs already: two more and the hand is finished for 4 points.

8. Save the okey for the finish

Finishing by throwing the okey as your last tile doubles your win (4 points from everyone instead of 2). If your rack is complete without it, keep the okey to the end and finish with it. Seven pairs plus the okey throw is worth 8.

9. Show the indicator

If you're dealt the twin of the indicator, show it on your first turn: everyone else loses a point. It's easy to forget, and it's free.

Practise these tactics against Hops in Okey on GameLake. Teach me points at the tile to take or throw and says why. New to the game? Start with how to play Okey.

Frequently asked questions

What is the best strategy in Okey?

Keep the okey, build open-ended pairs, throw lonely tiles first, and avoid throwing tiles the player on your right is collecting.

Should you throw the okey?

Only as your finishing tile, which doubles your win. Throwing it at any other time gives the next player a free joker.

When should you go for pairs in Okey?

When you have five or more pairs early in the hand. Seven pairs finishes quickly and costs everyone 4 points.

How do you know what other players need?

Watch the tiles they take from the player before them, and the tiles they throw away. Both show which colours and numbers they're collecting.

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