+GAMES

101 Okey

Penalty points add up, the lowest total wins, anyone past 101 is out.

24 August 2026 · 4 PLAYERS · 3 min read

+POINTSIM SETUP

Contestant type
People · 4 players
Scoring method
Free number entry (penalty points)
Scoring direction
Lowest wins
Rounds
4 hands
Tie-break
Last round
Elimination
Score threshold: out above 101
Winning
Podium: 3

How this game maps onto the settings in the PointSim app.

+SAMPLE SCORE TABLE

SAMPLE SCORE TABLE
#HAND 1HAND 2HAND 3HAND 4TOTAL
01Selin02001232
02Deniz20015035
03Emre2530202297
04Ece30253420109

A sample run with the settings above — the standings are worked out with the same rule the app uses.

001

What is the game?

101 Okey is a four-player tile game built entirely on penalty points. Unlike most games, here you do not want to collect points: at the end of each hand the value of the tiles left in your rack is written against you, and those penalties build up hand after hand.

That is where the name comes from. A player whose total passes 101 is out; the table drops from four to three, then to two. Whoever survives on the lowest total wins. This structure turns the game into something quite different from ordinary okey: each hand is less about winning it than about losing it by as little as possible.

002

How a hand runs

  • The opening requirement. To lay tiles down, a player must first meet the table’s minimum — classically 101 points, which gives the game its name.
  • Sets and runs. Tiles are opened as sets (the same number in different colours) or runs (consecutive numbers in one colour).
  • Adding on. Players who have opened may add their tiles to sets and runs already on the table.
  • Going out. The player who discards their last tile ends the hand; play stops there and the count begins.

003

Scoring and elimination

The count runs one way only: nobody gains points, they only take penalties. Which means that in this table the smallest number is the best result.

  • Going out scores zero. The player who finishes their hand takes no penalty for it.
  • Remaining tiles score against you. Everyone else takes the total value of the tiles left in their rack. Depending on the table, the joker and an unopened hand may carry their own, heavier values.
  • Penalties accumulate. No single hand matters; the running total does. A bad hand cannot be recovered later, only not added to.
  • Past 101 is out. A player who crosses the threshold drops off the table while the rest play on.

004

Setting it up in PointSim

The critical step here is the scoring direction: flip it to “lowest wins” so the table sorts in reverse. Without it, the player with the most penalties shows up in first place — the single most common mistake when setting this game up.

Enter each player’s penalty points per hand with free entry. Choose score threshold for elimination and set it to 101; anyone past that score is eliminated automatically — their row shown struck through and faded — while the rest keep playing. You never have to remove anyone by hand.

Leaving the podium at 3 is enough; the last players standing settle into place by their totals.

005

Variations

  • A different threshold: some tables play to 151 or 201. Type that number into the threshold field; nothing else changes.
  • No elimination: turn the rule off, play a set number of hands and let the lowest total win — the Batak setup turned upside down.
  • Partnership 101: add each pair as a single contestant and enter the team’s combined penalty at the end of a hand.
  • Double-penalty hand: double every penalty in the final hand to tighten the ending; on the PointSim side you still enter one number.

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