How to play Okay - the rules of the game. How to play Okay - the rules of the game Okay Okay board game rules

    "OK" launches okeygame.ru and gives out "whistles" for purchases

    Stores "OK" on the eve of the World Cup launched online game"OK-MATCH", which will allow any adult participant to win various prizes from the assortment of the network's goods. The main prize is a certificate for purchases in the O`KEY hypermarket chain for 150,000 rubles. Participation in the game can be accepted from April 26 to June 6 by clicking on the link: okeygame.ru

    OKAY is the first retailer to launch such a promotion in Russia. “The uniqueness of the action is that you do not need to save checks or buy anything at all. It is enough to follow the direct link to the game website, indicate the phone number and hit the balls, under which the prizes are hidden. If three identical prizes match, the corresponding product can be picked up in any of our stores,” commented Sergey Kuznetsov, Head of Marketing Department at O’KEY, commenting on the launch of the campaign.

    According to the terms of the game, the only limitation is the number of attempts - no more than once a day. The total number of prizes is 166,000 different products from the assortment of the chain of stores. The prize must be claimed within 7 days of receiving the winning code.

    OKEY also launches the Football Whistles federal campaign. On April 26, the promotion starts in the stores of the network in St. Petersburg, from May 10 - in all other O'KEY stores throughout the country. When buying goods for a certain amount in the check, the buyer receives a football whistle as a gift. Also, in the period from 10.05 to 04.07, additional whistles are issued for the purchase of partner products.

    Bright football whistles from "OK" not only jump high and far, but also whistle to the delight of football fans! They can be assembled into a bright branded holder, collected according to the principle of supporting a particular team, or played with children. There is no limit on the number of "Football Whistles" received.

    “The 2018 World Cup is, of course, the main sporting event of this year, which will not leave anyone indifferent. With every goal scored, with every prize, we make it even more exciting and interesting. For O`KEY and our partners, this is an important tool for increasing audience loyalty, we also expect that our whistles will not leave anyone indifferent, which means that traffic to our stores will increase,” Sergey Kuznetsov noted.

    According to preliminary forecasts, network analysts expect a cumulative increase in traffic for both shares to 5%. In total, more than 50 manufacturers of food products and other categories of goods will take part in football promotions.

© 2001–2019 O'KEY Group


Issuance of the O'KEY card free of charge within 10 days

Action organizer:

O`KEY LLC (OGRN 1027810304950); promotion period: from 04/13/2015 to 08/12/2015

Terms of action:

  1. Provision of a discount of 10% of the amount of the check to holders of O`KEY regular customer cards (hereinafter referred to as the "O`KEY card"). The discount does not apply to tobacco products, as well as to alcoholic products, if the cost of the goods, taking into account the discount, is lower than the minimum retail prices established by law. The discount is not summed up with other discounts, if there are two or more discounts for the same product, the largest one is applied;
  2. The cost of the O'KEY card is 55 rubles. The number of O'KEY cards is limited. The promotion is valid subject to availability of OK cards. The organizer of the promotion has the right to terminate the promotion before the expiration date.

Location of the action:

Hypermarket O`KEY in Cherepovets, st. Raahe, 2.

Rules for the sale of goods using a gift coupon for the O'KEY chain of stores.

1. The OK'KEY gift voucher is a paper voucher of a fixed denomination with an individual number corresponding to the date of its issue and several degrees of protection.

2. O'KEY gift vouchers are purchased and used when purchasing goods in the O'KEY hypermarkets and supermarkets.

3. A gift voucher confirms that its purchaser has made an advance payment towards the forthcoming purchase of goods. The fact of purchasing a gift coupon is the conclusion of a preliminary contract and confirms the intention of the owner of the gift coupon to conclude in the future the main contract for the retail sale of goods by purchasing any goods in the O'KEY hypermarkets and supermarkets, which is confirmed by the issuance of a cash receipt to the buyer.

4. Gift certificate purchasers can be both individuals and legal entities.

5. Gift voucher holders are only individuals.

6. The gift voucher is freely transferable to any person and is presentable. A contract for the retail sale of goods using a gift voucher as a means of payment can be concluded by any person who is a holder of a gift voucher.

7. A gift voucher entitles its owner to a one-time purchase of any number of goods in the O’KEY hypermarkets and supermarkets for a total amount equivalent to the value of the gift voucher indicated on its front side.

8. The amount of funds contributed by the owner of the gift voucher as an advance payment corresponds to the face value of the gift voucher. The specified amount of face value is used by the buyer when purchasing the goods at a time and in full, after which the gift coupon is considered redeemed and remains with the seller.

9. The gift voucher cannot be returned or exchanged for cash or another gift voucher.

10. When purchasing goods for an amount less than the face value indicated on the front side of the gift voucher, the balance of funds will not be returned to the buyer.

11. When purchasing goods for an amount greater than the face value indicated on the front side of the gift coupon, the buyer pays the difference in cash or by bank transfer, including using payment bank cards.

12. The gift voucher is valid only for the purchase of goods in the O'KEY hypermarkets and supermarkets.

13. The gift voucher has a limited expiration date, which is indicated on the front side of the voucher, or, if no expiration date is indicated, 3 years from the date of activation of the voucher.

14. Upon expiration of its validity period, the gift voucher cannot be used to pay for goods in the O'KEY hypermarkets and supermarkets, the funds used to purchase the gift voucher are not returned.

15. Gift voucher purchased legal entity, is activated on the date of signing the agreement on the sale of the coupon (s) by affixing a seal, the signature of an authorized person and entering information about the sale into the coupon activation database. A gift coupon purchased by an individual is activated on the date of its purchase by affixing a seal, signature of an authorized person and entering information about the sale into the database of activated coupons.

16. The gift voucher is invalid without the seal and signature of authorized persons of the O'KEY hypermarket and supermarket chain. When purchasing a gift voucher, the purchaser is obliged to check the proper activation of the voucher.

17. Gift vouchers with damage that do not allow their identification in the database activated cards, or gift coupons, the authenticity of which the seller's representatives have doubts, will not be accepted for payment for goods.

18. Warranty service, exchange and return of low-quality goods purchased using a gift coupon is carried out in accordance with the general procedure provided for by the current legislation of the Russian Federation.

19. In case of loss, damage or theft, the gift voucher is not restored and its value is not compensated.

20. The rules for the use of gift coupons can be supplemented and / or changed by the Issuing Company unilaterally. Information about this will be posted on the website in a timely manner.

Rules for the sale of goods using gift card network of stores "O" KEY.

1. Gift card OK'KEY is plastic card fixed denomination with magnetic stripe and barcode.

2. O'KEY gift cards are purchased and used when purchasing goods in the O'KEY hypermarkets and supermarkets.

3. A gift card confirms that its purchaser has made an advance payment towards the forthcoming purchase of goods. The fact of purchasing a gift card is the conclusion of a preliminary agreement and confirms the intention of the gift card holder to conclude in the future the main contract for the retail sale of goods by purchasing any goods in the O'KEY hypermarkets and supermarkets, which is confirmed by the issuance of a cash receipt to the buyer.

4. Gift card purchasers can be both individuals and legal entities.

5. Gift card holders are only individuals.

6. The gift card is freely transferable to any person and is bearer. A contract for the retail purchase and sale of goods using a gift card as a means of payment can be concluded by any person who is a gift card holder.

7. A gift card entitles its owner to a one-time purchase of any number of goods in the O'KEY hypermarkets and supermarkets for a total amount equivalent to the face value of the gift card indicated on its front side.

8. The amount of funds contributed by the owner of the gift card as an advance payment corresponds to the face value of the gift card. The specified amount of face value is used by the buyer when purchasing the goods at a time and in full, after which the gift card is considered redeemed and remains with the seller.

9. The gift card cannot be returned or exchanged for cash or another gift card.

10. When purchasing goods for an amount less than the face value indicated on the front side of the gift card, the balance of funds will not be returned to the buyer.

11. When purchasing goods for an amount greater than the face value indicated on the front side of the gift card, the buyer pays the difference in cash or by bank transfer, including using payment bank cards.

12. The gift card is valid only for the purchase of goods in the O'KEY hypermarkets and supermarkets.

13. The gift card has a limited expiration date, which is printed on the front of the card.

14. Upon expiration of its validity period, the gift card cannot be used to pay for goods in the O'KEY hypermarkets and supermarkets, the funds used to purchase the gift card are not returned.

15. The gift card has its own individual number corresponding to the date of its issue, and several degrees of protection. A gift card purchased by a legal entity is activated on the date of signing the card sale agreement by entering information about the sale into the card activation database. A gift card purchased by an individual is activated on the date of its purchase by entering information about the sale into the database of activated cards.

16. An inactivated gift card is invalid. When purchasing a gift card, the purchaser is obliged to check the proper activation of the card.

17. Gift cards that are damaged and do not allow their identification in the database of activated cards, or gift cards, the authenticity of which the seller's representatives have doubts, are not accepted for payment for goods.

18. Warranty service, exchange and return of low-quality goods purchased using a gift card is carried out in accordance with the general procedure provided for by the current legislation of the Russian Federation.

19. In case of loss, damage or theft, the gift card is not restored and its value is not compensated.

20. The rules for the use of gift cards can be supplemented and / or changed by the Issuing Company unilaterally. Information about this will be posted on the website in a timely manner.

21. These rules take precedence over the summary rules set out by the gift card holder in the event of a dispute.

106 tiles in 4 colors, numbered from 1 to 13 are used in the game, including two unnumbered special tiles, so called false jokers.
The fake joker is a tile with a clover leaf. It can replace only the tiles which are jokers during the game.
The jokers are the tiles of the same color and one number higher than the tile laid face up in the middle of the table when the game is started.

In the game shown above the joker is red 5. That tile replaces any other tile.

The false joker (clover) always replaces the joker tile and only that tile.

Four players play the game in counter-clockwise direction.

Each player gets 14 tiles, except the player starting the game, who gets one tile more and starts the game by discarding one useless tile.

At the beginning you should rearrange your tiles so as to gather the tiles which can create melds and decide which tiles are not needed.

The object is, by drawing and discarding tiles, to be the first to form a hand that consists entirely of sets of equal numbered tiles, and runs of consecutive tiles of the same color.

Winning hands

The object of the game is to collect 14 tiles forming a winning hand.
The winning hands are:

  • 14 tiles, formed entirely into sets and runs
    e.g. two sets of 3 and two runs of 4, or a run of 6 plus a run of 4 plus a set of 4.
    No tile can be used as part of more than one combination (set or run) at the same time.
    • A set consists of three or four tiles of the same number and different colors.
      So for example a black 7 plus two red 7"s would not form a valid set.
    • A run consists of three or more consecutive tiles of the same color.
      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 red 1-2-3 or black 12-13-1 would be valid runs, but green 13-1-2 would not be valid.
  • or seven pairs. Each pair must consist of two tiles of the same color and having the same number.

To be accepted, the meld must consist of adjacent tiles, whereas each meld must be separated from one another. Beside the above limitation, the way in which the tiles ore organized on the shelves is up to the player.

Additionally, to mark selected tiles (joker for example), player can reverse them by double clicking on them. In any moment of game, players can classify all tiles by colors or values ​​by using the buttons on the right side.

In the first round every player should check if he has the same tile as the one laid in the middle of the table. If he has such a tile, by putting it on the revealed tile in the center of the table, he takes away one point from his opponents.

During their turn, players can take the following actions:

  • Draw a tile– players can draw tiles from the stack in the center. A player can also draw an exposed tile from his left side that was previously discarded by an opponent. It is on the left side of the table.
  • Discard a tile– after drawing a tile a player must put back one tile onto the stack on the right side. These tiles may be drawn by one's opponent sitting on the right.
  • Winning notification– in the case of all tiles (except one) are combined in melds, a player can notify winning. To notify winning the last tile must be discarded not to the stack, but put on the revealed tile placed in the center of the table.

In the moment of winning notification, the discarded tile can not be an element of any meld.

Scoring

At the beginning of the game, all players have the same numbers of points. The limit of points is determined in setting up a table.

The minimum is 5 and maximum is 21.

After each round, every player who does not win, receives negative points:

  • Winning notification by completed sequences and the same value melds. Every opponent loses 2 points.
  • Winning notification by completed sequences and the same value melds and putting back joker as the last tile. Every opponent loses 4 points.
  • Winning notification by completed 7 pairs of tiles in the same value and color. Every opponent loses 4 points.

If all tiles from the central stack will be used, and no one notifies winning, then no one gets negative points.

The game ends when one or more players descend to zero or less points. In this situation, the two players with best high score win.

Demonstrate an ingenious strategy to defeat your opponent in this intriguing Turkish game! The goal of the game is to collect winning combinations so that other players lose their points. This game uses 104 numbered tiles and 2 joker tiles for a total of 106 tiles. The numbered tiles are divided into 4 sets of different colors. Each set consists of 2 groups of tiles, which are numbered from 1 to 13. At the start of the first round, a random player is chosen by the dealer. The player to the right of the current dealer becomes the dealer on the next round. The tiles are randomly placed into 21 piles, each of which consists of 5 tiles turned face down, and the remaining tile is also left face down. The dealer then reveals the remaining tile, and it determines the round's wild tile, which can be used in place of any tile in winning combination. The wild tile will be the same color but one rank higher than the remaining tile. For example, if the remaining tile is a red five, then the red six will become the wild tile, and the wild tile will replace the red six throughout the round. After identifying a wild tile, tiles are dealt to players. The player to the right of the dealer gets 15 tiles, and the other players get 14 tiles. The player will see all his own tiles, but not the opponent's tiles. The remaining tiles are placed face down in the reserve pile, and the remaining tile, which is used to determine the wild tile, is placed face up on the pile. At this point, the player who has a tile of the same denomination and color as the remaining tile in his hand can show it so that the other players immediately lose one point.

To win the round, the player can make combinations and/or sequences and reveal the tiles in his hand. A combination consists of 3 or more tiles of the same denomination of a different color, and a sequence consists of 3 or more tiles of the same color in order. Remember that 1-2-3 and 12-13-1 are available sequences, while 13-1-2 is not. Each individual tile can only be used in one winning combination. For a combination of seven pairs, each pair must consist of two tiles of the same color and denomination. The player can also try to complete a winning combination with a wild tile before the showdown so that the opponents lose double points. At the start of the round, the player to the right of the dealer discards one of his tiles and places it face up on the table. The queue then moves counterclockwise to the next player, who can pick up the tile discarded by the previous player or the tile that is face down in the reserve pile. The discarded tiles form a stack to the right of the player who discarded them, so that only the last discarded tile is visible. When a player reveals his winning combination, the round ends.

Each player has 20 points at the start of the game. After each round, points are calculated according to the following rules:
if a player wins with combinations and/or sequences, other players lose 2 points each;
if a player wins with combinations and/or sequences and a wild tile, the other players lose 4 points each;
if a player wins with a combination of seven pairs, other players lose 4 points each;
if a player wins with a combination of seven pairs and a wild tile, the other players lose 8 points.

The player is out of the game if he has 0 or less points.

Under the order. By prepayment. Delivery time (to Russia) - two weeks

Delivery in Russia - by courier or to points of issue of orders.
Shipping cost from Moscow to your locality can be calculated here:
https://www.cdek.ru/calculator.html


OKEY game, traditional for Turkish coffee houses and teahouses

Manufacturer: Eser Okey Turkey

Acquainted with GAME RULES and participate in the discussion of the game OKEY on the forum site turkey-info.ru

The game is played by 4 people.
Be sure to have a "game set" ie. 1-13 * 2 red, blue, black and yellow knuckles with color designation and number = 104. I.e. there are two sets of stones from one to thirteen of each color. Plus, special "boxes" for the participants of the game, where sets of knuckles are completed from those that you have on hand.
"Okay play sets" can be bought anywhere in Turkey. Because this game is popular in all regions of this country. There are even special game parlors, usually located near educational institutions (it is quite clear why). You can come there with a whole company, and play until you're blue in the face, talking and drinking tea and other drinks.

So, we have a game set + 4 players. What's next?
We distribute pebbles (let's call them that), 14 per hand. We put the rest in the center, having previously recognized the "trump indicator", as in cards. This stone is very important.

The goal of the game is to collect sets of consecutive numbers of the same color or one number of different colors.

How to do it?
He has 14 stones in his hands. We look at what we like, what we can use, and what we absolutely do not need. Unnecessary we give to the neighbor on the right. Naturally, no one sees your stones, just like you stones of your neighbors. Everyone sees this unnecessary stone, and at the same time they fix that this stone has already been released (if you suddenly need the same one), and the chance to get it is exactly halved. So, you need to think about whether to wait for it.
The course of the game, as you understand, is counterclockwise. If you don't like the stone that the neighbor offers you to take, then take the stone from the center (these stones lie in piles, like closed cards, and no one knows what is there). They took a new stone, looked at the situation and threw out to the neighbor on the right what you don’t need and wait for the move to reach you again, and the neighbor on the left will offer you the stone he doesn’t need.
In the coveted pile in the center of the table there may be a trump card that can be used in place of any of the stones you are missing.
Remember I talked about the pebble during distribution? As you can see in the picture, it lies to the left of the pile of closed, so far no-man's stones. Firstly, if during the distribution you got the same pebble, then you caught your luck :) this pebble is called "Gözterge" or "index" in Russian (I would call it "trump indicator"). In the first round of the game, you must say that you have a gosterge, and the rest of the players will be deducted by a point. So the next one (of the same color) behind this stone is the trump card!
(for the first picture it's "10cr") or "OK"
For example, if gosterge is "5kr", then OK is "6kr" (if it is "13", then OK is "1").
You can get Okay only during the distribution or from the center of the table during the game. (So, before you take a stone offered by a neighbor, which you may not really need, remember that you can take Okay from the center.)
The game is played until someone collects a complete set and throws the last, unnecessary fifteenth stone (in online versions, this stone is placed on top of Gösterge to show that you have finished the game). Hooray! You are super! - the neighbors are deducted by a point.

The points we play for are negotiated at the beginning of the game. For example - 20. This means that all players at the beginning of the game have 20 points. If you win or take a gosterge, your points remain the same, the neighbors' points decrease. This continues until everyone has points. If someone has no points left, the game ends.

Varieties of the game or initial conditions
These conditions are negotiated at the beginning of the game. (in the online version they are set by the person who opens the game or "table")
1. Number of points. Can be anything, but usually - 20.
2. Pairing. Usually played in pairs. (eşli) The one opposite you is your partner (ortak or orti). In the event of your victory or the victory of your partner, points are taken off only from the other pair. Unfortunately, you cannot “play along” with your partner and throw the stone he needs, because. Your stones are picked up by your "opponent".
3. The game can be with gosterge (göztergeli) and without gosterge (göstergesiz). Then only the stone following the gosterge matters - Okay. And gosterge is used like an ordinary stone.
4. The importance of color. Renkli<>Renkiz.
If Renkli, then red and black are considered "good" colors. Those. if your sets are of "noble" colors, then the points taken off are doubled.

All these details are not so important to start with.
Everything is very simple - collect consecutive ones or the same but multi-colored ones.
As a rule, these are 2 sets of three stones (=6) and two sets of 4 (=8; 6+8=14), but there can be 3 of 3 and 1, consisting of five (this, of course, can only be running in a row of the same color).

Taki brought from Istanbul the very game that the Turks play in the evenings over a cup of tea in smoky gaming establishments. The game is called okey. It turned out that it is very difficult to find a Russian version of the rules of this game, so I am posting a translation, kindly provided by a friendly Jedi. Chips for the game can be found not only in Turkey, you can find the game "Rummikub" in the Russian Federation and use chips from it. The game is cool, in the mentioned places more popular than backgammon.


Introduction.
Okay - popular Turkish family game. The set includes 106 wooden plates. On the front side there are numbers from 1 to 13, four colors. There are eight plates with the same number: two yellow, two green, two red and two black. There are also 2 blank plates. They are called wrong jokers or in Turkish - "sahte okey".
This game is almost always played by four people, although it is possible to play with three or two.
The game goes counterclockwise.
In the game, each player has 14 records in their hands. The goal is to be the first to collect a winning combination of records.
Distribution, determination of the joker.
The first dealer is chosen at random. Next - counterclockwise.
106 plates are turned over and mixed. Then the players collect them in 21 columns of 5 plates. The plates in the column should be face down. The last record temporarily remains with the dealer. The columns are placed in front of the players approximately as shown in the figure.

This is not required, but it is convenient for the dealer to have at least six bars. The dealer then rolls the die twice. The first number determines the dealer's column. The columns are counted from left to right. The dealer places the remaining plate on top of this column. If the rolled number is more than the number of columns of the dealer, you need to continue the count using the columns of the player sitting on the right hand. Now this column has 6 plates.
The second roll determines the die in the chosen column, counting from the bottom. This plate is turned over and placed on top. If this record is a fake joker, you must return it to its place and repeat the throw.
This record defines the joker (okay) for this whole game. Joker - a plate of the same color, but with a number one more. For example, if green 10 is at the top, then green 11 becomes the joker. If 13 is at the top, then the unit of the same color becomes the joker.
Now the columns are distributed among the players. The player to the right hand of the dealer will receive 15 records, the rest 14. The player to the right of the dealer takes the next (to the right) of the selected column. Then the player opposite the dealer takes the next column and so on counterclockwise until each player takes 2 columns.
Now the player to the right of the dealer receives a whole column. The next player takes only 4 plates from the next column. The next player takes the remaining plate and 3 from the next column and the dealer takes the remaining two plates + two from the next column.


In the picture, the dealer rolled a 5 and then a 2 and chose the fifth column from the left and the second plate from the bottom, which he turned over and placed on top. In this case it is red 4. Red 5 is a joker. Now player2 must take column "a", player3 - "b", player4 - "c", player1 - "d", player2 - "e", player3 - "f", player4 - "g", player1 - "h" and player2 is "i". Next, player 3 takes four plates from column "j", player 4 - the last plate from column "j" and three plates from column "k", player 1 - the remaining two plates from column "k" and two plates from column "l".
The player places his records so that he can see them, but others cannot. Often, special stands are used for this. The remaining records of the players will be drawn during the game. They are placed in the middle without flipping or changing their order.

The game.
Before the start of the game. If any player has the same plate as the one on top, he can show it and gets one point.
Now the player to the right of the dealer who has 15 plates flips over one plate, revealing it. After that, each player in turn can either take the plate turned over by the previous player or draw a plate from the stock in the center of the table, revealing one of his own. The game continues counter-clockwise until one of the players collects a winning combination and shows it, thereby ending the game.
The overturned plates are stacked in a column to the right of the player. It is necessary to do this so that only the most recent plate is visible.

You are allowed to look at all your records that you have opened and those on your left that you could take. In the rest of the columns you can see only those records that are at the top.
The goal of the game is to collect sets and sequences.
The set includes three (üçlü) or four (dörtlü) plates of the same denomination, but of a different color. (For example, a black seven + two red ones do not give anything). Sequence (el) - three or more plates of the same color, the numbers of which are located one after another. For example, green 1-2-3 counts, yellow 12-13-1 does too, but black 13-1-2 does not.
Winning combination - consists of 14 cards that are used to form sets or sequences. For example, two sets of 3 cards + two sequences of 4 cards, or a sequence of 6 cards + a sequence of 4 and + a set of 4. None of the plates can be used more than once.
Another option is seven pairs. Each pair - two identical cards (of the same denomination and color). For example, two black 9.
If you have a winning set, you can end the game by flipping 14 of your cards. Not taking into account the open ones, as well as the plate that was opened at the beginning of the game. None of the plates must be opened before the end of the game, much less a sequence or a set.
The plates are always drawn from the top of the next available column. When only the last column of six plates remains, the open plate is removed and the remaining five are drawn in order. The removed plate is not used. If there are no more plates in the center (except for the lone removed one) and the next player does not want to take the previous player's plate, then the game ends due to the lack of plates.
As explained earlier, two cards that have the same color as the face up at the beginning and one more are the jokers. These cards can be used to replace any plate to complete a set or sequence. For example, if a red worm was opened, then the red five - the joker and the combination of green 6, red 5, red 5 and green 9 - is considered a sequence.
Jokers are used as green 7 and green 8. On the other hand, yellow 10, black 10 and red 5 are a set. Red 5 is used as red or green 10.
When pairs are collected, the joker with any plate forms a pair.
Two fake jokers, plates without numbers, are used to replace the value of the joker card. For example, when red 5 is a joker, the combination is red 4, a fake joker, red 4 is a sequence. Black 5, green 5, yellow 5, fake joker - set.
New players may be surprised by the presence of a new wild card every game. It may also seem strange that the fake joker is not being used as a joker. The likely reason for this is that during the game, defects on the record may appear and players will be able to recognize the fake joker by the cover, which gives them an unfair advantage.
If you have a winning hand that uses a wild, you may not open immediately. If you want, you can continue the game and collect the winning combination without the joker. If you manage to do this and finish the game with both the wild and the winning combination, then the points received for winning are doubled. We remind you that by continuing the game you risk and another player can open a winning combination instead of you. In this case, you get nothing.
Scoring.
Each player starts the game with 20 points and loses them every time someone else wins:
for an ordinary victory - 2 points.
for a win and a joker - 4 points.
for seven pairs - 4 points.
If at the beginning of the game a player shows the same card that was used to determine the joker, then the rest lose one point. This is called gösterme (show) and is possible until that player takes the first plate.
If the game ends due to the lack of records in the center of the table, then no one gets any points.
The game continues until any player has 0 points or less, then the two players with the most points are the winners.
Varieties of the game.
When a player has 0 points or less, he leaves the game, the rest continue it.
In some games, players sitting opposite each other are partners. Partners cannot help each other. (In a partner game, the team receives 20 points and the points are deducted from the team's account. For a winning combination - two or four points, for a shown card - one point.)
In some versions of the game, it is allowed to take the plate in the center of the table, the one that was used to determine the joker, but only if there are no other plates left.
In some variants of the game, points are doubled if only one plate was used for a winning combination, it happens that this is possible only for red or black colors