How it works
Would you rather spin the wheel than think up the questions yourself? This would you rather wheel holds 150 original dilemmas in five groups: silly, hard choices, food, powers and magic, and everyday life. Under each question is a follow-up line that turns an answer into a story. Nothing here asks about romance, money or health.
Read the full guide
How to play: pick a side, then defend it
One player spins and reads the question aloud. On a count of three everyone votes at once: left hand up for the first option, right hand for the second. No neither, no both. The spinner then reads the follow-up line to whoever is in the minority, because that is where the best arguments are. Pass the phone left and spin again.
Five groups, from warm-up to real dilemmas
Start with Silly: nobody minds defending a hamster-sized dragon, and one loud answer loosens up the quiet players. Food splits any table fast, since everyone has a view on pineapple and peas. Save Hard choices for when the group is talking freely; those trade one good thing for another, such as fixing any engine against tuning any piano. In Powers and magic every gift has a catch, like flying at walking speed.
- To keep score, give a point to each player on the bigger side. First to ten wins, and a tied vote scores nothing.
- In the car, the front passenger spins and reads. One group of 30 lasts about as long as anyone wants to argue.
- A lopsided vote is a cue to spin again. A vote split down the middle is worth more: ask the smaller side to win one person over before the next spin.
Questions and answers
Why play spin the wheel would you rather instead of reading a list?
The wheel takes the choosing away from the players. Nobody can aim a question at a friend or skip ahead to a favorite. It opens in Elimination, so a question leaves the wheel once it has been asked and nothing repeats while the page stays open.
Can someone answer neither or both?
No. The usual rule is that every player picks one side, and the arguing that follows is the point of the game. If a player truly cannot choose, count down from ten, then let the group choose for them. They still have to defend it.
What makes a good would you rather question?
Two options that are close to even, so the room splits. Each question here trades one good thing for another or one nuisance for another. None touches romance, money or health, and none asks about another player. For open questions with no sides, try the wheel of questions.