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Truth or dare wheel for a group

Put your own truths and dares on the wheel and spin for the next prompt. Nothing is removed as it comes up, so a good dare can return later in the evening, and truths are weighted to come up twice as often as dares.

This wheel is already set up for the job. Open it in the editor to change the list, the machine or the odds.

Every spin draws from your browser’s cryptographic random source. How a draw is made sets out the method and its limits.

Open this wheel in the editor

Why does a wheel make truth or dare fairer?

Because it separates the prompt from the person. The complaint about truth or dare is almost never that the group ran out of ideas — it is that whoever held the list started aiming, and within ten minutes everyone knows who their favourite target is. A prompt that arrives from a wheel cannot have been aimed, and the room watched it not being aimed.

It also changes what an awkward prompt means. When a person picked it, the question is why they picked it; when the wheel picked it, the only thing left to settle is whether you answer. That is a smaller argument, and it is the one the game was supposed to be about. The wheel randomises the prompt rather than the target, though — whose turn it is stays with the group, and a second wheel with the players’ names on it is how you hand that over too.

How do you keep a dare from going too far?

Write the list together, before anyone spins. The wheel enforces nothing: it reads out whatever you typed, to whoever is sitting there, with no idea who is fifteen and who has to work in the morning. Every safeguard in this game is a social one, and the only moment it costs nothing is while the list is still being written.

Two rules do most of the work. Anyone may pass, once, without explaining — and a game where passing is free is a game where nobody has to prove anything. And nothing goes on the list that involves another person’s body, their money, or a photograph that outlives the evening. This page does not supply extreme prompts, because strangers writing prompts for a room they cannot see is the thing the wheel is there to prevent.

Should truths and dares come up equally often?

Not usually, and this wheel starts at two truths for every dare. Dares cost more — somebody has to stand up, leave the room, or ring a person who is asleep — so an evening at one to one runs out of energy long before it runs out of prompts. At two to one the dare stays rare enough to still be an event when it lands.

The ratio is on the rim, so nobody has to take it on trust: a dare segment is half the width of a truth segment, and the percentage beside each entry is the number it actually draws at. If your group wants it the other way round, raise the dares instead — the picture follows the numbers the moment you change them.

What else is this wheel good for?

It is the plain picker wheel with prompts on it, so weights and elimination behave exactly as they do there. When a dare comes down to one straight question — do it or not — the yes or no wheel is two segments and one press.

Swap the prompts for two-option dilemmas and the same evening becomes would you rather. Put the penalty for losing on the wheel instead and it is a forfeit wheel.

Questions about truth or dare wheels

Yes, and you should — the six on the wheel are a starting point, not a set. Open the wheel in the editor, switch the list to its text view, and paste your own in one per line. Nothing is uploaded while you do it, and saving keeps the list in this browser unless you are signed in.

Turn on weights and raise the truths. This wheel ships at two to one: each truth carries a weight of two and each dare a weight of one, which is six chances in nine for a truth. Any ratio works the same way — a dare at one against truths at four comes up roughly once in nine spins, and the segment widths change to match.

Yes. This wheel is in normal mode, so every prompt goes back after it is drawn and a good dare can return later in the evening. If you would rather work through the list once, turn on elimination in the wheel’s rules: each prompt leaves as it is used, and the wheel empties as the game goes on.

There is no age setting, and there could not honestly be one — the wheel cannot see who is in the room. What makes a list safe for a younger group is that the group wrote it: keep the dares physical and silly rather than personal, drop anything involving phones or photographs, and read the list out loud once before the first spin.