No Thanks! Review

Release: 2004
Players: 3 - 7
Playing Time: 0.33333333333333 h
Card Game

Summarized Review

Intro

No Thanks! might just be the perfect example of elegant game design. This little card game from 2004 proves that the best ideas are often the simplest ones. You get a deck of numbered cards, some plastic chips, and two excruciating choices every turn. That's it. Yet somehow, those minimal components create 20 minutes of pure tension that works beautifully with anywhere from 3 to 7 players.

Originally published in Germany as "Geschenkt ...ist noch zu teuer!" (which translates to "Even given as a gift, it is still too expensive!"), the game has earned solid ratings around 7 out of 10 from thousands of players. It's dead simple to learn but creates surprisingly tough decisions. The complexity sits right where you want it for a quick filler game—accessible enough for kids but engaging enough that adults keep coming back for more.

How It Plays

The setup takes about 30 seconds. Remove 9 random cards from the deck of numbered cards (3-35), give everyone 11 chips, and flip the first card. Now the fun begins.

On your turn, you face the same two options every single time. Pay one of your precious chips to pass the card to the next player, or take the card along with any chips that other players have already spent trying to avoid it. That's the entire rulebook right there.

The scoring creates all the tension. Each card you take counts as negative points equal to its face value. But here's the clever bit: if you collect cards that form a sequence (like 15, 16, 17), you only count the lowest number in that run. Your chips are worth one point each in your favor. Lowest total score wins.

The real genius is in what you don't know. Since 9 cards were removed randomly at the start, you never know if that 14 you're eyeing will connect to other numbers or leave you holding an expensive orphan. Do you spend chips to avoid the 35, or do you take it hoping to build around it later?

Highlights

The decision space in No Thanks! feels impossibly rich for such simple rules. Every choice ripples through the rest of the game. Take that 20 now with three chips on it, or gamble that someone else will crack first? The math is simple enough that you can calculate odds on the fly, but the psychology of your opponents matters just as much.

What really makes this game sing is how it scales across different player counts. With 3 players, you see cards come around quickly and can influence the flow more directly. With 6 or 7, the chaos increases beautifully. You might pay to pass a card only to watch it travel around the entire table and land right back in front of you, now loaded with everyone else's chips.

The endgame timing creates natural drama. As players burn through their chips, someone eventually has to start taking cards whether they want to or not. Watching someone's chip supply dwindle while expensive cards keep appearing never gets old. The last few cards often determine the winner as players make increasingly desperate choices.

No Thanks! also works as the perfect gateway game. The rules explanation takes two minutes, but new players immediately grasp the strategic depth. It's become a go-to choice for starting game nights or filling time between heavier games. The short play time means you can easily run it back if someone demands a rematch.

Criticisms

The randomness factor can frustrate players who prefer more control over their fate. Sometimes the cards just don't cooperate, and you end up with a handful of expensive singletons no matter how well you played. The random removal of 9 cards means certain strategies become impossible from the start, though you won't know it until it's too late.

With larger player counts, the game can feel chaotic in ways that don't always reward good play. Cards might circle the table multiple times, gathering chips until they become too tempting to pass up, regardless of whether they fit your strategy. Some players love this unpredictability, but others find it unsatisfying when careful planning gets steamrolled by group dynamics.

The component quality varies significantly between publishers, and some editions feel pretty cheap for what you're paying. You're essentially buying a deck of cards and some plastic chips, so when the cards feel flimsy or the chips look like they came from a poker set, it can sting a bit. The gameplay absolutely holds up, but the physical experience doesn't always match the design quality.

Conclusion

No Thanks! belongs in every game collection. It's the kind of design that reminds you why simple doesn't mean shallow. Groups that enjoy quick, interactive games with genuine decision-making will find themselves reaching for this one repeatedly. It works equally well as a warm-up, a palate cleanser, or a closer when you need something light but engaging.

The game shines brightest with players who appreciate psychological elements and don't mind a healthy dose of chaos with their strategy. If you're the type who enjoys reading the table, making calculated risks, and occasionally getting burned by them, No Thanks! will hit all the right notes. Just don't expect deep strategic control—embrace the chaos and enjoy the ride.

About this Game

No Thanks! is a card game designed to be as simple as it is engaging.

The rules are simple. Each turn, players have two options:

play one of their chips to avoid picking up the current face-up card
pick up the face-up card (along with any chips that have already been played on that card) and turn over the next card


However, the choices aren't so easy as players compete to have the lowest score at the end of the game. The deck of cards is numbered from 3 to 35, with each card counting for a number of points equal to its face value. Runs of two or more cards only count as the lowest value in the run - but nine cards are removed from the deck before starting, so be careful looking for connectors. Each chip is worth -1 point, but they can be even more valuable by allowing you to avoid drawing that unwanted card.

The first versions of the game supported up to five players, but the German 2011 edition supports up to seven (simply by increasing the number of chips).

This game was originally published in Germany in 2004 by Amigo as Geschenkt ...ist noch zu teuer!, meaning Even given as a gift, it is still too expensive!. Amigo's 2006 international edition, titled No Merci! (a delightful multi-lingual pun), had rules in several languages, including English. The game has subsequently been released in other countries under an assortment of names. The German 2024 edition includes additional cards to allow for play with variant rules.

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No Thanks!

Age 8
Players 3 - 7
Playing Time 0.33333333333333 h
Difficulty 1 / 5