Black Black White
The Game Master leads a room of players into a game of logic and patterns which in actual fact has absolutely no rules.
Equipment
- A drink each
Setup
Gather everyone into a circle with full drinks. To make the game more believable, you can secretly enlist an accomplice beforehand. This person will “figure out” the rules quickly, acting as a “Confirmer” to make others believe a logical solution exists.
Aim of the Game
As the game master, fool other players in the game into thinking that there are rules to the game for as long as possible.
How to Play
The GM begins by looking at the player to their left and declaring: “I propose a game of Black Black White to my left.”
The chosen player must respond with any three-word combination of “Black” and “White” (e.g., “Black, White, Black” or “White, White, White”).
Remembering there are no correct sequences… If you approve: Nod, confirm they are correct, and move to the next player. If you disapprove: Inform them they’re incorrect and must take a drink.
The Pivot: Whenever a player is “wrong,” the turn order resets. That player must then propose a new game to their own left or right: “I propose a game of Black Black White to my right.”
To keep the players guessing as long as possible, use these “Convincer” tactics:
The Accomplice: Have your partner “test” theories out loud. After a few rounds, have them confidently announce, “Ah, I’ve got it now!” and consistently get their answers “right.”
Red Herrings: Perform specific, subtle physical actions only during “correct” answers—cross your legs, touch your chin, or change the speed of your speech. Players will drive themselves crazy trying to mirror you.
The Mirror Trap: If the person before you says “Black, Black, White,” say “White, White, Black” as if you are following a mathematical inverse.
False Socratic Method: Occasionally ask a player, “Wait, what did the person before you say again?” Pretend to calculate the answer before speaking.
Ending the Game: The game continues until the group realises there are no rules
Rules
- Players must take their turn one by one in the direction proposed
- No other words other than “Black” and “White” are valid as an answer
Special Edition
Convincers
When a player says they know whats going on, get them to whisper is to you. If they know that its a game with no rules, they turn into a convincer and will from then on be correct. The last person remaining loses.
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