If you’ve ever watched a Korean variety show, you know they’re packed with hilarity, camaraderie, and creativity. Among the iconic games featured in these shows is the much-loved Assa (아싸), a simple yet chaotic game that brings out laughter, competition, and plenty of surprises.
Objective of the Game
The primary goal of Assa is to maintain rhythm, stay attentive, and perform the correct action when it’s your turn. The game’s charm lies in its simplicity and the chaos that ensues as the tempo increases.
Setting Up Assa
1. Group Size: Assa works best with 4 or more players.
2. Seating: Players sit in a circle so everyone can see each other clearly.
3. Starting the Game: One person is designated as the starting player (usually chosen randomly or the host).
Basic Gameplay
1. Starting Phrase:
• The game begins with the starter shouting “Assa!” while clapping a 4 beat rhythm. It goes:
Beat 1 -"AS"
Smack your hands on your thighs on Beat 1.
Beat 2 - "SA"
Clap your hands together on Beat 2.
Beat 3 - (silence)
Snap your right hand fingers on Beat 3.
Beat 4 - (silence)
Snap your left hand fingers on Beat 4.
• They perform one of the basic actions (described below) directed at another player in the circle.
2. Response:
• The targeted player must quickly respond with a specific action that matches the flow of the game.
• They then pass the turn by performing another action targeting a different player.
3. Actions:
• The game typically involves three basic actions. Here are examples:
• Point Action: The player points to another person while saying “Assa!”
• Wave Action: A specific hand wave that everyone agrees upon (e.g., a side-to-side wave).
• Clap Action: A rhythmic clap followed by a gesture (e.g., clapping twice and pointing).
• The group can customize these actions to make the game more interesting.
4. Penalty:
• If a player hesitates, performs the wrong action, or breaks the rhythm, they receive a penalty (e.g., a dare, a silly costume, or a playful forfeit).
Advanced Rules for Added Fun
1. Speeding Up:
• After a few rounds, the group can decide to increase the tempo, making it harder to keep up.
2. Additional Actions:
• Add more complex actions or sounds to the mix to challenge players further. For example:
• A double clap followed by a unique word.
• A snapping gesture paired with a specific name or sound.
3. Combo Chains:
• Players can string multiple actions together (e.g., Point + Wave + Clap) to confuse others.
4. Fake-Outs:
• Players can pretend to target someone but redirect at the last moment, adding a twist.
Advanced Rules for Added Fun
1. Speeding Up:
• After a few rounds, the group can decide to increase the tempo, making it harder to keep up.
2. Additional Actions:
• Add more complex actions or sounds to the mix to challenge players further. For example:
• A double clap followed by a unique word.
• A snapping gesture paired with a specific name or sound.
3. Combo Chains:
• Players can string multiple actions together (e.g., Point + Wave + Clap) to confuse others.
4. Fake-Outs:
• Players can pretend to target someone but redirect at the last moment, adding a twist.