Would You Rather

Would You Rather

A hundred questions for any room, the rules in full, and the parts most lists leave out: how to write a question that actually works, and where the game came from. Playing with a specific group? There are cut-down sets for teens, for work and for Halloween.

The rules

There is only one that matters

You have to pick. No “both”, no “neither”, no clever third option. Everything else about this game is optional; that one rule is the game. The moment somebody is allowed to opt out, you are having a conversation instead, and conversations do not make anybody defend an indefensible preference for duck-sized horses.

The rest is scaffolding, and you can take whichever pieces are useful:

  • Answer together, on three. Otherwise the first person to speak sets the answer for everyone after them.
  • The minority explains. Fifteen seconds, no more. This is where the entertainment actually is.
  • Skip anything that dies. A question that draws a shrug is a bad question, not a bad room.
  • Anybody may swap a question without saying why. Costs nothing, removes almost every reason to refuse to play.

Three variants worth knowing. Prediction: before answering, everyone writes down what they think the majority will say — a point per correct guess, and it turns the game into one about reading the room rather than about yourself. Escalation: whoever wins a round reads the next and may add one condition — “same question, but you are eighty”. Two truths: answer for yourself, then answer as the person on your left; the table votes on which was which.

The classics

The ones that have been asked at every kitchen table for thirty years. Start here if the group has never played.

  1. fight one horse-sized duck or fight one hundred duck-sized horses
  2. be able to teleport anywhere or be able to absorb any book instantly
  3. live without music or live without film and television
  4. have a perfect memory for faces or have a perfect memory for names
  5. know the history of every object you touch or be able to talk to any animal
  6. be the funniest person alive and have nobody laugh or be entirely unfunny and adored
  7. get one wish granted right now or get three wishes granted in twenty years
  8. be able to breathe underwater or be able to walk through walls
  9. be permanently five years older or be permanently five years younger
  10. always tell the truth or always be believed
  11. relive the same excellent day forever or live every day new and mostly ordinary
  12. have a house that cleans itself or have a garden that tends itself
  13. never lose your keys again or never lose an argument again
  14. be able to speak to the dead or be able to see one week ahead
  15. have one extra hour every day or have one extra day every week
  16. be able to erase one memory or be able to restore one you have lost
  17. always know the right thing to say or never have to say anything at all
  18. have a perfect singing voice or have perfect handwriting
  19. be immune to cold or be immune to pain
  20. always find money in old coat pockets or always find the thing you have lost

Everyday life

Low stakes and universally understood. These work with strangers, in-laws, and anybody who says they do not like games.

  1. never wait in a queue again or never sit in traffic again
  2. have every parcel arrive early or have every appointment start on time
  3. lose your wallet or lose your keys
  4. live somewhere permanently slightly untidy or live somewhere spotless that you clean yourself
  5. do the washing up for the rest of your life or do the laundry for the rest of your life
  6. never have to cook again or never have to clean again
  7. live above a bakery or live above a bookshop
  8. have neighbours who are loud and friendly or have ones who are quiet and cold
  9. have a garden or have a balcony with a remarkable view
  10. own a very old reliable car or own a new one with problems
  11. have a shower that is always the right temperature or have a bed that is always the right temperature
  12. never need an alarm clock or never need an umbrella
  13. own one perfect coat or own five decent ones
  14. live somewhere with four real seasons or live somewhere warm all year
  15. have a spare room or have a much bigger kitchen
  16. always have milk in the fridge or always have batteries in the drawer
  17. never lose signal or never lose power
  18. have a dog or have a cat
  19. move house every three years or stay in one place forever
  20. have very fast internet or have very quiet neighbours

Impossible trade-offs

Nobody can answer these quickly, which is the point. One of these will occupy a table for ten minutes.

  1. know every language but be unable to write or write brilliantly in one and speak no other
  2. be able to fly at walking pace or be able to run at the speed of a car, but only in straight lines
  3. remember every book you have ever read or be able to forget anything on command
  4. live one life of five hundred years or live five lives of one hundred with no memory of the others
  5. be able to pause time but age while it is paused or be able to rewind time but lose a day each time
  6. have infinite money you can never give away or have modest money you can give freely
  7. know the answer to any question but never the reason or understand everything, very slowly
  8. be able to end one disease forever or be able to prevent one war
  9. see the world exactly as it is or see it consistently a little better than it is
  10. change one thing in the past or know one thing about the future
  11. be the best in the world at something useless or be middling at something essential
  12. make anyone happy for an hour or make one person happy for a year
  13. never feel envy again or never feel regret again
  14. know exactly how much time you have left or never think about it at all
  15. heal anyone except yourself or heal yourself endlessly and nobody else
  16. have your greatest fear removed or have your greatest weakness removed
  17. relive one day of your choosing or preview one day of your choosing
  18. speak with anyone alive for an hour or speak with anyone dead for ten minutes
  19. be certain about everything and sometimes wrong or be uncertain always and right more often
  20. have a life of many small joys or have one enormous achievement

Other people

Where the game stops being a game. Good after dinner, bad as an opener.

  1. be surrounded by people who agree with you or be surrounded by people who argue with you
  2. know one secret about everybody or have everybody know one about you
  3. be the person who leaves first or be the person who stays until the end
  4. always be needed or never be needed by anyone
  5. be introduced by your worst quality or be introduced by a wildly exaggerated best one
  6. have an honest enemy or have a dishonest friend
  7. be misunderstood by many people or be understood by very few
  8. always be forgiven or never need forgiving
  9. have people depend on you or be free of all of it
  10. know exactly who genuinely likes you or not know and assume the best
  11. be the one who apologises first or be the one who waits
  12. have a large family far away or have a small one nearby
  13. be loved for what you do or be loved for who you are and do nothing
  14. hear the truth about yourself from a stranger or hear it from someone close to you
  15. find it easy to say no or find it easy to ask for help
  16. be everybody's second-favourite person or be one person's favourite
  17. keep every friendship shallow and lasting or keep them deep and brief
  18. always know when you have hurt someone or never know
  19. be remembered accurately or be remembered fondly
  20. have your parents' approval or have your own

The heavy ones

These belong at the end of an evening with people you know well. They are not icebreakers and they do not work as one.

  1. lose your sense of taste or lose your sense of smell
  2. live a long ordinary life or live a short remarkable one
  3. know how you will be remembered or know nothing about it
  4. never fail again or never be surprised again
  5. have a body that ages and a mind that does not or have it the other way round
  6. never be able to travel again or never be able to stay anywhere
  7. lose ten years of memories or lose ten years of your future
  8. be the last person to find something out or be the first and have to tell everybody
  9. be right and alone or be wrong and together
  10. have a great love that ends or have a good one that lasts
  11. know your children's futures or find out alongside them
  12. be free and unsafe or be safe and constrained
  13. be able to forgive anyone or be forgiven by anyone
  14. live in a world with no art or live in one with no science
  15. know every one of your own faults or know none of them
  16. spend your last year knowing it is the last or spend it not knowing
  17. be mourned or be quietly a relief
  18. leave something behind or leave nothing and have lived completely
  19. be admired by people who never met you or be loved by the people who did
  20. keep the life you have or take any other you could name

Where it came from

The game nobody owns, and the trademark two companies went to court over

Forced-choice dilemmas are not really datable. They are how ethics seminars open, how children argue in the back of cars, and how the trolley problem got famous. What can be dated precisely is the moment the phrase stopped being a thing people said and became a thing people sold.

Justin Heimberg and David Gomberg filed a trademark application on 31 July 1997. That October they published Would You Rather…? Over 200 Absolutely Absurd Dilemmas to Ponder through their company, Falls Media. The registration itself did not come through until 19 July 2005 — eight years after the filing.

During that gap, a California company called Zobmondo Entertainment released a board game under the same three words. Zobmondo had filed its own application and been refused, because Heimberg and Gomberg had got there first. Both companies were now selling books and games of humorous forced choices under an identical name.

The argument that followed is more interesting than a trademark fight has any right to be. Zobmondo’s position was that “Would You Rather…?” is merely descriptive — it simply describes what the product is, the way “Cold Beer” describes cold beer, and descriptive phrases get very thin protection because no one should be able to fence off ordinary English. Falls Media argued the mark was suggestive, which requires a small leap of imagination and is protectable.

A district court granted summary judgment for Zobmondo. On 26 April 2010 the Ninth Circuit reversed it, holding that a reasonable jury could land on either side and that the question was not one a judge could settle on the papers. The case went back for trial.1

The part worth keeping: what was fought over was the label. The questions have never belonged to anyone, which is why every list on the internet is different and why every one of the hundred on this page was written for it.

Writing your own

What separates a question that works from one that dies

Most published lists are padded, and the padding is always the same mistake: one option is obviously correct. “Would you rather be rich or poor” is not a question, it is a statement with a question mark.

Four things a working question has.

Both options have a real defender. The test is whether you can imagine an intelligent person picking either one and having a reason. If you cannot, you have written a poll, not a dilemma.

The trade-off runs along a different axis than the surface. “A twenty-minute commute you hate or an hour-long one you enjoy” looks like it is about travel. It is about whether you value time or experience, and that is why it produces an argument.

It is short enough to hold in your head. If the reader has to re-read it, the room has already moved on. Both options should fit in one breath.

It is specific. “Lose your keys or lose your wallet” beats “lose something important or lose something valuable” every time. Concrete nouns make people picture it; abstractions make them shrug.

And one thing to avoid: questions where the honest answer would embarrass someone in the room. The game runs on people saying the unpopular thing cheerfully. Anything that makes the true answer costly turns it into an interrogation, and the table goes quiet in a way that is hard to recover from.

Free printable

Ten more rounds, on paper

The Bonus Round Pack is a printable PDF with ten rounds that aren’t in Party Battle Book and aren’t on this page, plus a score sheet built to survive a kitchen table. Prints fine in black and white.

Questions about the questions

Common ones

How many questions do you actually need for an evening?

Far fewer than you would think. Ten good ones will fill an hour if people are allowed to argue; thirty read back to back will empty a room in twenty minutes. The failure mode is always pace, never quantity.

What is a good would you rather question?

One where both options have a genuine defender, where the real trade-off is not the one on the surface, and where both halves fit in a single breath. If you can guess what the room will say before you finish reading it, cut it.

Is there an official version of the game?

No, and that is settled fact rather than opinion — the questions themselves have never been anybody’s property. There have been commercial books and board games since 1997, and a federal case about who may use the name on a box, but the format is public and always has been.

How many people does it need?

Three at minimum, because with two there is no majority and the defend-your-answer rule collapses. It scales up unusually well: with fifteen or more, switch to the prediction variant and score guesses instead of answers.

Can you play it with a mixed-age group?

Yes, but stay in the classics and everyday blocks. The two blocks at the bottom of this page assume a shared frame of reference and a fair amount of trust; with a table spanning three generations they land as awkward rather than deep.

Do you need anything to play?

Nothing. That is close to the entire appeal — it is the game that works in a car, a queue, a power cut, or a room where the wifi has gone. This page can be read off a phone, and the printable pack exists for when the phone is the problem.

Sources

Where the dates on this page come from

  1. The publication date of Would You Rather…? Over 200 Absolutely Absurd Dilemmas to Ponder (October 1997), the trademark filing date (31 July 1997) and registration date (19 July 2005), Zobmondo’s 2002 board game release, and the descriptive-versus-suggestive argument are all set out in the Ninth Circuit’s opinion in Zobmondo Entertainment, LLC v. Falls Media, LLC, No. 08-56831, decided 26 April 2010. Full opinion.

Nothing on this page about the origin of the game is asserted beyond what that opinion records. The broader claim that forced-choice dilemmas long predate 1997 is offered as context, not as a sourced date — there is no first one to point at.

Keep going

More from this side of the house

Cut for a particular room: 200 questions for teens, sorted from harmless to genuinely hard, 200 for work, built for the first two minutes of a meeting, and 200 for Halloween, from harmless warm-ups to the properly grim ones.

Not a list of questions but a list of games: fifteen Halloween party games, each with the rules, the number of players and how long it runs, and 200 charades ideas sorted from one-gesture warm-ups to abstractions, and twenty Christmas party games, nine of which need nothing at all.

If one game is not enough for the evening, Party Battle Book has 117 rounds across seven kinds — charades, bluffs, debates, letter storms, rapid-fire challenges — one page per round, nothing to set up and no phones involved.

Everything on the party and games shelf