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The second throw of the die selects one of the tiles in the selected stack, counting upwards from the bottom of the stack.
The selected tile is extracted from the stack and placed face up on top of it. If the selected tile is a false joker, it is returned to the selected stack and the second throw of the die is repeated until a numbered tile is selected.
This face up tile determines the "joker" okey for the game - a wild tile that can be used to represent other tiles to complete a combination.
The joker is the tile of the same colour and one number greater than the face up tile. For example if the face up tile is the green 10, the green 11s are jokers.
The false jokers are not wild - they are used only to represent the tiles that have become jokers.
So for example when the green 11s are jokers, the false jokers are played as green 11s and cannot represent any other tile.
If the face up tile is a 13, the 1s of the same colour are jokers. Now the stacks of tiles are distributed to the players.
The player to dealer's right will receive 15 tiles and the others 14 each. The player to the right of the dealer takes the next stack after to the right of the selected stack with the face up tile on top of it, then the player opposite the dealer takes the following stack, and so on anticlockwise around the table, until each player has two stacks 10 tiles.
Now the player to the dealer's right receives the whole of the next stack, but the player sitting opposite the dealer is given only the top 4 tiles of the following stack.
The player to the dealer's left receives the last tile of this stack and 3 tiles from the top of the next stack, and finally the dealer takes the last 2 tiles from this stack and 2 from the next stack.
In the above diagram the dealer threw a 5, placed the spare tile on top of the 5th stack from her left.
She then threw a 2, and took the second tile from the bottom of the selected stack and placed it on top. It is a red 4, so red 5s will be jokers for this deal.
Now player 2 must take stack 'a', player 3 stack 'b', player 4 'c', player 1 'd', player 2 'e', player 3 'f', player 4 'g', player 1 'h' and player 2 'i'.
Next player 3 takes the top 4 tiles of stack 'j', player 4 the last tile of 'j' and three from 'k', and player 1 two from 'k' and two from 'l'.
All the players should arrange their tiles so that they can see their faces but the other players cannot. Wooden racks are often used for this.
The remaining tiles are left for the players to draw from during the game. They are moved to the middle of the table, without looking at them or disturbing their order.
Before the play begins, if any player holds the tile that matches the face up tile on top of the last stack of six tiles, the player may show that tile, and score one point.
Now the player to the dealer's right begins the play by discarding one tile, face up. 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: 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.
So for example when red 5s are jokers, the false jokers are played as red 5s: 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.
This is known as gösterme to show , and can only be claimed before the holder of the matching tile first draws a tile. If the game ends without any player exposing a winning hand because there are no tiles left to draw, and the player whose turn it is cannot win by taking the previous discard , then there is no score.
Play continues until any player's score reaches zero or less. The two players with the highest scores at that time are the winners and the two with the lowest scores are the losers.
Some play that any player whose score reaches zero or less leaves the game, but the other players continue to play.
Some play that the players sitting opposite each other are partners. In practice partmers cannot help each other much, except by cheating!
If a player shows the tile matching the exposed tile at the start, the other team loses 1 point.