Would you rather game
484 family-friendly dilemmas in 10 decks: play alone, by a show of hands or by passing one phone, add your own and print the list.
This would you rather game deals 484 family-friendly dilemmas from 10 decks. Each card offers two options, such as "sneeze confetti" or "hiccup soap bubbles", and every player picks one and explains why. It plays three ways on one phone: alone with a tap, by raised hands on a count, or by passing the phone for secret picks.
Loading the dilemmas…
Your own dilemmas
List and print the dilemmas
Every dilemma in the ticked decks, to read out or print for a classroom or a party.
- Built and source-checked by Muhammad Abdullah Awais
- Last checked
- 11 sources
- Methodology
A dilemma, two options and no right answer: that is the whole would you rather party game, and this page runs it on one phone. It deals cards written for British players, collects each pick with a tap, raised hands or a private choice, and shows who sided with the room. There is nothing to install and no account, and the names typed in stay in the browser.
How do you play would you rather?
One person reads a card aloud and everyone picks one of the two options, even when both are ridiculous or both are tempting. Then comes the part that makes it a game: say why, defend your pick and hear how the others see it. There are no right answers and nothing to win, so a round lasts as long as the talk does.
On this page, a game runs like this. One person holds the phone and reads the card, for example "have spaghetti for hair" or "have a carrot for a nose". Each player then takes a side: with a tap when playing alone, with a hand on the count of three, or privately as the phone goes round. The arguments follow, anyone persuaded may switch sides, and the phone moves on to the next card.
A game deals 20 cards unless another length is chosen, and none comes up twice in the same game. At the end, a group of three or more sees who sided with the majority most often, which pair answered most alike and who stood alone most often. Standing alone costs nothing: the ranking is a talking point, not a prize, and nobody is knocked out.
Cambridge Dictionary defines a dilemma as "a situation in which a difficult choice has to be made between two different things", and each card here is a small, harmless one. Each is also a hypothetical question: nobody really has to have spaghetti for hair, so the answer shows taste and imagination rather than circumstance.
No law, association or publisher sets rules for this folk game, so the ways to play, the limits and the tally on this page are the site's own choices. The name was in print by 1997 as the title of a book of absurd choices by Justin Heimberg and David Gomberg, as its Library of Congress catalogue record shows. This page is not affiliated with that book, or with any board game, card game or app sold under the name.
Three ways to play with friends on one phone
Before a game starts, "How you play" offers three ways to collect the choices. Each suits a different group, from one person on a bus to a full table at a party.
- Just play: one tap on a side records it and brings up the next card at once, and the results list each choice. It suits one person playing alone, or a group where one reader reads aloud and everyone argues without a tally.
- Show of hands: the reader may start a countdown from three, with a beep that can be switched off and a vibration on phones that allow it. Everyone shows A or B together, and the reader taps A or B beside each name; tapping the same letter again clears it.
- Pass the phone: players choose in seat order. The screen names whose turn it is, that player taps to bring up the buttons and chooses, and the screen locks again before the next player looks. Every secret pick stays hidden until the last one is in, and "Take back the last choice" undoes a slip.
When the reader marks hands, a player left unmarked counts as no answer for that card, and at least one player must be marked before "Next dilemma". With private picks the split appears once everyone has chosen, with the names on each side.
After every card in a group game, one line sums up the split: everyone on the same side, a tie, or the letter most chose. When one player stands alone against two or more, the line names that player and adds "Ask why!". It works as an icebreaker, because the lone player now has a reason to speak and the others a reason to listen.
A group game takes 2 to 12 players with names of up to 24 characters, and a blank name plays as "Player 1", "Player 2" and so on. "Undo" steps back, first clearing the picks on the card shown, then reopening the last card answered.
The Screen Wake Lock API, a World Wide Web Consortium draft, keeps the screen awake during a game where the browser supports it. A phone passed round the table therefore does not go dark halfway through a card.
For a game where the group points at a friend instead of choosing between options, who is most likely to runs on one phone in much the same way.
Ten decks, from funny to deep questions
The game holds 484 dilemmas in 10 decks of 48 to 50 cards each, all written for this site in British English. A new game starts with five decks ticked, Funny, Food, Superpowers, Friends and Travel, which hold 241 cards between them.
| Deck | Dilemmas | Ticked in a new game |
|---|---|---|
| Funny | 48 | Yes |
| Food | 49 | Yes |
| Superpowers | 48 | Yes |
| Friends | 48 | Yes |
| Travel | 48 | Yes |
| Kids | 48 | No |
| Couples | 48 | No |
| Tough choices | 48 | No |
| Deep questions | 49 | No |
| Christmas | 50 | No |
"Tick every deck" and "Clear the decks" switch every deck at once. Every card is family friendly: none mentions drink, drugs, sex, death, violence, looks, politics, religion, brands or real people, and there is no adult, "hot" or drinking deck.
Funny is the silliest deck, where both sides of a card are usually absurd.
| A | B |
|---|---|
| laugh like a goose | sneeze like a foghorn |
| talk like a pirate for a week | sing everything you say for a day |
| have a tail you can't control | have ears that wiggle when you fib |
Food settles the arguments of British kitchens, such as "put the milk in your tea first" or "put the milk in after the tea". Superpowers trades one gift for another, as in "read people's minds" or "see five minutes into the future". Friends covers sleepovers, holidays and plans, while Travel runs from "spend a week in Cornwall" or "spend a week in the Scottish Highlands" to trips across the world.
Tough choices sets two good things or two bad things against each other, and Deep questions turns to time, memory and what matters most.
| Deck | A | B |
|---|---|---|
| Tough choices | always be too hot | always be too cold |
| Tough choices | lose every photo you've ever taken | lose every message you've ever sent |
| Deep questions | have more time | have more money |
| Deep questions | know what happens in your future | change one thing in your past |
Each game shuffles the ticked decks with crypto.getRandomValues, a browser method from the World Wide Web Consortium's Web Cryptography specification. Rejection sampling makes every order equally likely. No card comes twice within a game, but each fresh game shuffles again, so a card can return later. "Skip this dilemma" puts a card aside without counting it.
Would you rather questions for kids and the classroom
The Kids deck holds 48 cards set in a younger player's world of pets, school, sweets and summer holidays. Because every deck is family friendly, teens and adults can play from the same pile.
| A | B |
|---|---|
| have a pet dragon | have a pet unicorn |
| swap places with your teacher for a day | swap places with your pet for a day |
| never have homework again | have an extra week of summer holidays |
| live in a castle | live in a treehouse |
In England, the Department for Education's English programmes of study set spoken language requirements for Key Stages 1 and 2, the strand many schools call speaking and listening. Pupils are taught to "articulate and justify answers, arguments and opinions" and to "consider and evaluate different viewpoints", and a dilemma with no right answer asks for both.
In a classroom the page can go on the board or stay on a teacher's phone. With Show of hands the whole class answers at once, and the "Ask why!" line hands the floor to the one pupil on the other side. For a lesson without screens, the list panel prints every card of the ticked decks.
For a speaking task built on a story rather than a choice, the story dice roller deals picture dice for pupils to narrate from.
Christmas questions for the family gathering
The Christmas deck holds 50 dilemmas about British Christmas customs, food, presents and winter, and none of them is about faith.
| A | B |
|---|---|
| wear the paper crown all day | read every cracker joke out loud |
| have turkey on Christmas Day | have beef Wellington on Christmas Day |
| open your presents on Christmas Eve | open your presents on Christmas morning |
| wear a Christmas jumper every day in December | wear a Santa hat every day in December |
At a family gathering, Christmas can be ticked together with Kids or Food, so the youngest and the oldest at the table both get cards that suit them. Boxing Day gets cards too, such as "spend Boxing Day at the sales" or "spend Boxing Day on the sofa".
Marking raised hands keeps the phone with one reader, so nothing has to travel across a full dinner table. For a louder game once the plates are cleared, hot potato runs on the same phone.
Couples and two players: the same-answer score
With two players the results drop the ranking and show a single score: the number of cards both chose alike, over the number played.
The Couples deck holds 48 dilemmas about dates, evenings in and time together, and any other deck works for two as well. Here is how Olivia and Noah get on with its first five cards, each side marked by the reader.
| Option A | Option B | Olivia | Noah |
|---|---|---|---|
| cook dinner together every night | go out for dinner once a week | A | A |
| go on a picnic date | go on a cinema date | B | A |
| plan a surprise date for your partner | be taken on a surprise date | B | B |
| slow dance in the kitchen | sing duets in the car | A | A |
| always share a pudding | always order your own pudding | B | A |
They chose the same side on cards 1, 3 and 4, so the result reads "Same answer: 3 / 5". The cards they split on, the second and fifth, are where the conversation starts on a date night.
Pass the phone suits two players too: each partner chooses privately and the split appears only when both have picked, so neither can copy the other.
Majority, most alike and the odd one out
In a game of three or more players, the results rank everyone by how often they sided with the most popular choice. Each figure is written as those picks over the cards answered, such as 4 / 5.
- With the majority: the cards on which a player sided with the majority. Players level on it share a place, so two leaders are both first and the next player is third.
- Alone: how often a player was a minority of one, the only person choosing an option while two or more chose the other.
- Most alike: the pair who chose the same side most often, shown as matching picks out of the cards both answered; several pairs share it on a tie.
- The odd one out: the player alone on a side most often, several on a tie, and nobody if no one was ever alone.
Take Olivia, Noah, Amelia and Leo playing the first five cards of the Friends deck, with the reader marking each hand.
| Option A | Option B | Chose A | Chose B |
|---|---|---|---|
| have a friend who always tells the truth | have a friend who always makes you laugh | everyone | nobody |
| go on holiday with your friends | go on holiday with your family | Olivia and Noah | Amelia and Leo |
| have a sleepover in a museum | have a sleepover in a zoo | Leo | Olivia, Noah and Amelia |
| spend Saturday at a theme park with friends | spend Saturday at the beach with friends | Olivia, Noah and Leo | Amelia |
| have one best friend | have lots of good friends | Olivia, Noah and Amelia | Leo |
Everyone chose A on the first card, and the second split 2 to 2, a tie with nobody in the majority. Each of the last three cards left one player alone: Leo on the third and fifth, Amelia on the fourth.
| Place | Player | With the majority | Alone |
|---|---|---|---|
| 1 | Olivia | 4 / 5 | 0 |
| 1 | Noah | 4 / 5 | 0 |
| 3 | Amelia | 3 / 5 | 1 |
| 4 | Leo | 2 / 5 | 2 |
Olivia and Noah share first place with 4 / 5, so Amelia is third, not second. The same pair chose alike on every card, which makes them the most alike (5 / 5), and Leo, alone on 2 cards, is the player the results single out.
A split often surprises the people in it, and psychology has a name for the reason: the false consensus effect. It is the habit of overestimating how many others share one's own choice. In Study 4 of their 1977 paper, Ross, Greene and House asked 80 Stanford undergraduates to walk round campus for 30 minutes wearing a sandwich-board sign.
Those who agreed estimated that 62.2% of their peers would agree too, while those who refused put that share at 33%; both figures combine the two signs used. Many Labs 2, published in 2018, repeated one of the paper's two-option stories, set in a supermarket, with 7,205 participants. People who made the first choice estimated that 69.19% of others would make it, against 43.35% among those who made the other.
Make your own dilemmas and print the list
Up to 200 dilemmas of a group's own can join the decks, typed one per line in the "Your own dilemmas" box, with up to 70 characters per option.
- The options are split by the word "or" or by a | sign. Both "sleep in a treehouse or on a boat" and "own a lighthouse | own a windmill" work.
- An opening such as "Would you rather" is taken off, so full questions pasted from elsewhere are read as well.
- Lines without two options are counted and shown under the box, which makes a missing "or" easy to spot.
- "Play only my dilemmas" leaves the decks out, for a game made entirely of your own questions.
The text box itself is never stored or sent. Once a game starts, its dealt cards stay in this browser's local storage, own ones included, along with the names and picks. They stay until the next game begins, so a reload or a locked screen loses nothing. The WHATWG's HTML Living Standard defines that web storage.
For a printable would you rather sheet, "List and print the dilemmas" shows every dilemma in play as a full question, own ones included. "Print the list" then lays them out in two columns. A printed list serves a classroom, a party without phones or a long car journey.
Keeping the game kind
The built-in cards ask about choices, never about anyone in the room. That keeps a game inclusive: the most a player risks is being the lone voice on one card.
The NSPCC's Child Protection in Sport Unit lists "humiliating" and "excluding a child from a friendship group or activities" among the forms of emotional bullying. A card written about a player, or a vote used to leave someone out, would cross that line, so the decks stay with harmless choices.
Own cards are written by the players, so the built-in rule does not reach them. "Skip this dilemma" moves past any card that lands badly without counting it. The line asking a lone player why is an invitation, and the group is free to let it pass.
Frequently asked questions
What kind of game is would you rather?
A conversation game, and a party game when a group plays it. The would you rather game rests on one question with two options and no right answer, and the fun lies in the reasons people give. It needs no board, cards or score sheet: a phone, a printed list or one person reading aloud is enough.
Can I play would you rather by myself?
Yes. "Just play" is made for one: a tap on a side records it and the next dilemma appears at once. At the end the results list each choice, and "Copy the result" puts them on the clipboard with the page link. Anyone opening that link gets the same decks and length, shuffled afresh.
Are the voting percentages real?
There are none to be real or fake. The game shows no worldwide or "community" percentages, because it sends nothing to a server and so has nothing to compare with. After each card the screen shows how many players in the room chose each side, and the results add up those same picks.
Can I add my own questions?
Yes, up to 200 of them, one per line, with the options split by "or" or a | sign. They mix with the ticked decks, or replace them when "Play only my dilemmas" is ticked.
Is it free and private?
It is free, with no account and nothing to install. Names, picks and the dealt cards stay in this browser until another game starts. The box of own dilemmas is never stored or sent, and nothing goes to a server. The page link holds only the way to play, the decks and the number of dilemmas, so sharing it never shares a name.
What is this or that?
The quick-fire cousin of the same idea: two short options, often single words such as tea or coffee, answered in a second with little debate. A this or that round plays here as own dilemmas typed one per line, such as "tea or coffee" and "beach or mountains".
Is it "would rather" or "would prefer"?
Both are correct. Cambridge Dictionary's grammar guide says that when the subject stays the same, would rather takes the base form of the verb: "We'd rather go on Monday", not "to go". It also finds would rather more common than would sooner. Oxford Learner's Dictionaries glosses it as "would prefer to", with the example "Would you rather walk or take the bus?". That is why the cards here start with a bare verb.
How many questions does a game have and how long does it take?
20 by default, or 10, 15, 20, 30 or 50 when chosen; with fewer dilemmas in play, the game uses all of them. No clock runs apart from the optional countdown, so the length depends on how long each card is argued over. "End the game now" shows the results of the cards answered so far.
Sources
The figures and rules on this page were checked against these publications on .
- Would rather, would sooner (English Grammar Today)(opens in a new tab)
Cambridge Dictionary, Cambridge University Press & Assessment
- rather (adverb)(opens in a new tab)
Oxford Learner's Dictionaries
- dilemma(opens in a new tab)
Cambridge Dictionary
- National curriculum in England: English programmes of study(opens in a new tab)
Department for Education, GOV.UK
- Preventing bullying in sport(opens in a new tab)
NSPCC Child Protection in Sport Unit
- Would you rather-- : over 200 absolutely absurd dilemmas to ponder (Heimberg and Gomberg, 1997)(opens in a new tab)
Library of Congress catalogue record
- Web Cryptography Level 2 (W3C Working Draft): getRandomValues(opens in a new tab)
World Wide Web Consortium
- Screen Wake Lock API (W3C Working Draft)(opens in a new tab)
World Wide Web Consortium
- The False Consensus Effect: An Egocentric Bias in Social Perception and Attribution Processes (Ross, Greene and House, 1977)(opens in a new tab)
Journal of Experimental Social Psychology, Elsevier
- Many Labs 2: Investigating Variation in Replicability Across Samples and Settings (Klein and others, 2018)(opens in a new tab)
Advances in Methods and Practices in Psychological Science (SAGE), open copy in the Eindhoven University of Technology repository
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