1. No Who
Submitted by: on March 8, 1999
Materials: 4-15 people
Messy Rating: No Sweat
Duration: 5-20 minutes
Cost: $0.00
Here's the exhaustive rules to "No Who". It's a lot like "Prince of Paris" or "Yes Sir, Yes sir" but has a different frantic twist to it. It's called "No Who".In "No Who" you have everybody sit around in a circle (4-15 players is best) and everybody is given a number. The #1 spot is the best and the last spot is the worst. The goal is to get to the #1 spot the fastest and then to keep it the longest.
The #1 person starts by saying, "No Who #1 says..." then a number. For instance, "No Who #1 says 3". When your number is called, you say, "No". So, #1: "No Who #1 says 3." #3: "No." Then the person who started will ask, "who?" #1: "No Who #1 says 3." #3: "No." #1: "Who?" Then the person who is asked who, will answer with a new number. #1: "No Who #1 says 3." #3: "No." #1: "Who?" #3: "6" So, since 6's number was called, the process repeats: #1: "No Who #1 says 3." #3: "No." #1: "Who?" #3: "6" #6: "No" #3: "Who?" #6: "2" #2: "No" #6: "Who" #2: "1" #1: "No" etc. So, once again, when your number is called, you answer, "No." When someone answers, "No." to you, you ask, "Who?" And when someone asks you, "Who?", you give another number.
Only #1 says, "No Who Number One says..." when they restart the game as a sign that the game is restarting. This is a game that needs a lot of concentration and "mental reflexes". Because pretty soon you start going after specific people or going back and forth with someone in a "No Who War". Example: #1: "No Who #1 says 7." #7: "No." #1: "Who?" #7: "1" #1: "No." #7: "Who?" #1: "7" #7: "No." #1: "Who?" #7: "1" #1: "No."...etc.
The game stops when someone "messes up". That person then takes the last number and seat, and everyone behind the person moves up one number and one seat. Ways you can "mess up": (1) Saying a number that isn't there (since a game lasts as long as people want to play, the number of players can get smaller and people might forget). (2) Saying your own number. (3) Taking more than 3 seconds to respond. (4) Saying something out of order (i.e. like saying "No" when you should ask "Who?"). (5) Talking out of turn. By saying "No" when somebody else's number was called.
Advanced tactics of No Who: (1) Concentrate better on remembering your current number by writing it down, holding that number of fingers so you can see them, or by repeating your number in your mind. (2) Look at one person and say somebody else's number. (3) Yell loudly. (4) Laugh while you do it. (5) Combination of turning towards somebody and yelling loudly someone else's number. (6) Hold a No Who War by going back and forth with them and then say somebody else's number that sounds like the number you were warring against while looking at them to try and trick them.
Advantage of "No Who": "No Who" doesn't necessarily have to involve moving positions as long as everybody keeps their number straight (this version is recommended more for people who've played before). This is an advantage because it now becomes the best "Road Game" for road trips. You can play it in a van, or with a group that is walking, hiking, or waiting.