Nunchi is the Korean party game where everyone counts up from one with no turn order. Anyone may call the next number, but two people calling the same number at the same instant are both out — and so is the last person left who never called. This page fills the other seats with AI players so the game works with one phone and one person. You pick three to eight players and one of three difficulties; «at the same instant» means within 280 milliseconds, roughly the width at which people hear two voices as one moment. The first call never lands sooner than 0.7 seconds after you press start, and your winning streak stays in this browser only.
Difficulty is the range an AI waits before calling the next number: Relaxed 0.9–3.4 s, Normal 0.7–2.4 s, Ruthless 0.45–1.5 s. A narrower range means the calls bunch together and the quiet gaps disappear.
The round also ends when two AI players collide. That puts them out, not you, so you take the round — exactly as it plays out at a real table.
Streaks are stored in this browser (localStorage) and never sent to a server.
The board shows nothing but numbers and seat labels, so the game is the same in every language this site serves.
The first is a collision: two or more players calling the same number at the same instant are all out. The second is being last: once everybody else has called, the one remaining player is out automatically. With five players, numbers one through four get called and the fifth seat takes the forfeit.
Neither rule is interesting alone. With only collisions, silence would be the perfect strategy; with only the last-player rule, shouting first every time would be. Together they leave a genuine tension — get in early, but not on top of anyone — and that tension is the whole game.
This page keeps both rules intact. Your seat and two to seven AI seats sit at the same table, and the same judgement is applied to all of them.
At a real table, «we said it together» is judged by ear. On screen the threshold has to be a number, and it has to sit between two failure modes. Too tight — say 20 ms — and computer timings essentially never coincide, so collisions vanish and the game becomes a reaction test.
Too loose — say a full second — and every press overlaps somebody, so reading the table changes nothing. Human listeners hear two voices as simultaneous across roughly 0.2 to 0.3 seconds, so 280 ms is the middle of that band.
The same window judges your button and the AI players against each other. Applying it unevenly would not be a rule, it would be a difficulty setting in disguise.
Each turn every AI that has not called yet draws a fresh delay. Difficulty sets the range that delay comes from: 0.9–3.4 seconds on Relaxed, 0.7–2.4 on Normal, 0.45–1.5 on Ruthless.
A narrower range means the calls cluster. AI players collide with each other more often, which helps you, but the quiet stretches you were waiting for also disappear. Ruthless is hard not because the AI is fast but because there is nowhere to hide.
Because the delay is redrawn every turn, reading a pattern into one player's timing does not pay. Real people do not keep a steady rhythm either.
Early in a round there are many seats still hunting the same number, so any press is likely to land on somebody. Late in a round only two or three remain and the collision risk collapses. The odds change underneath you as the round runs.
Strong play is therefore to let the first calls go and enter in the middle. The limit is the last-player rule: you must call before the table is down to two, or the forfeit is yours by default. The number of seats still waiting is your clock.
The 0.3–0.6 seconds right after somebody calls is the safest window on the board. Every remaining AI has just drawn a new delay, and even the fastest draw on Ruthless is 0.45 seconds away. Playing that beat is what reading the room looks like on a screen.
At a table, the page works well as a referee. Set the player count to the real number of people and run a round whenever a call is disputed; whoever goes out takes the forfeit.
It also works as an order-picker — shortest streak goes first, best streak pays. A round runs in about ten seconds, so a full table takes under a minute.
Nothing about the game requires drinks. What the forfeit is stays a decision for the table, the same as with every other picker on this site.
The board carries nothing but digits and seat labels, so nothing has to be translated for the game to work — only the name changes, because each language calls this kind of reading-the-room game something of its own: 空気読み in Japanese, intuición and intuition in Spanish and French, 默契 in Chinese.
The rules do not change with the language. Player count, difficulty and the 280 ms window are identical everywhere, and your streak continues in the same browser.
Players count upward from one with no fixed order. Anyone may call the next number. Two or more people calling the same number at the same moment are out, and the single player left who never called is out as well. That pair of rules is what forces the constant weighing of «go now» against «someone else is about to».
Yes. The other seats are AI players, each drawing its own timing every turn. Choose three to eight players and the table fills itself. With a group, one phone passed around works the same way — a person presses for their own seat.
280 milliseconds. Tighter than that and a computer essentially never collides, because two timings are never identical to the millisecond, and the game collapses into a pure speed contest. Much wider and every press overlaps someone, so reading the room stops mattering. 280 ms is about where people hear two voices as one.
For the first number or two, yes. After that it backfires: on Ruthless an AI may call after 0.45 seconds, so an early press is likelier to land on top of the fastest one. As seats empty the collision risk drops, which is why patience gets safer as the round goes on.
No. It runs in the browser with no account. Records stay on this device, and if you add the page to your home screen it also opens offline.