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Would you rather wheel for questions with no easy side

Each slice is one dilemma and neither side is right. The game is in the reasons people give afterwards.

Would you rather lives or dies on the questions, not the rules: an easy one has the whole room picking the same side and the round is over. The twelve here all split a group, so somebody always has to defend their answer. Use it at a party, on a long drive, or in the first ten minutes of a meeting that needs the air let out of it.

How do we play would you rather?

Spin for a question, everyone picks a side, then each person gets fifteen seconds to say why. Nobody wins; there are only good and bad reasons.

  1. Spin for the question

    It appears in the result panel. Read it out so everyone hears the same wording.

  2. Everyone answers at once

    Count to three and have people raise a hand for their side, so nobody just follows the first answer.

  3. Hear the reasons, then spin again

    Fifteen seconds each. Once the circle is done, spin for the next question.

Would you rather wheel questions

Does this work in a classroom or a meeting?

It does, and it is one of the least awkward ways to open a room. None of the twelve touches politics, religion or anything private, so people meeting for the first time can answer without weighing the risk.

How do I use my own questions?

Paste them into the bulk box, one per line. Keep each one short enough to read on a slice, and make both halves genuinely tempting, otherwise the room picks the same side every time.

What happens when the twelve run out?

Switch on remove after win to play a full round without repeats, then reload the page to get all twelve back. For a longer session, add your own before you start; the wheel takes up to a thousand slices.