300 truth or dare questions for back to school
A story to tell or a playful challenge to try.
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Rated kids. Everyone can skip.
Showing 1-100 of 150 questions
- Dare
Make a three-line poem about a secret picnic. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a friendly comet as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a polite dragon. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by an enormous bookmark. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Give a 20-second advertisement for a floating pancake. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a sleepy penguin. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a friendly comet is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a bubble-powered bus. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a new board game named after a floating pancake. Explain one rule. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a squeaky bicycle for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
Everyday surprises
- Dare
Tell a two-sentence mystery about an enormous bookmark. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a friendly comet. Use a make-believe classroom exhibition as the setting.
- Dare
Make a three-line poem about a dramatic houseplant. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a musical sandwich for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a runaway sock. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a talking teapot as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a friendly comet. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a talking teapot. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a curious squirrel. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a forgetful clock. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a miniature castle. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a paper crown. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a tiny library for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a very small umbrella. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a musical sandwich. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a cheerful moon for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a new board game named after a dancing cactus. Explain one rule. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a runaway sock for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a tiny library. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a very small umbrella as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a colorful suitcase. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a friendly robot. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a lost mitten for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a tree with a door for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a musical sandwich is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a new board game named after a tree with a door. Explain one rule. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a miniature castle. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a friendly robot for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Make a three-line poem about a friendly robot. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a mysterious postcard. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
A little more curious
- Dare
Give a polite acceptance speech for an imaginary award shaped like an enormous bookmark. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is an enormous bookmark. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a secret picnic for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a postcard from tomorrow. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a new board game named after a garden gnome. Explain one rule. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a talking teapot is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Make a three-line poem about a traveling armchair. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a colorful suitcase. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a friendly comet. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a lost mitten. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a clever pencil as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a garden gnome. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a postcard from tomorrow. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a very small umbrella. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Give a 20-second advertisement for a dancing cactus. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a sleepy penguin. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Make a three-line poem about a bubble-powered bus. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Give a 20-second advertisement for a dramatic houseplant. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a runaway sock. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a postcard from tomorrow. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a secret picnic is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Give a 20-second advertisement for a mysterious postcard. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Give a 20-second advertisement for a very small umbrella. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a very small umbrella is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a dramatic houseplant. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a very small umbrella. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a traveling armchair is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a colorful suitcase as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a lost mitten. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a clever pencil. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
Little adventures
- Dare
Give a 20-second advertisement for a runaway sock. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a talking teapot. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Make a three-line poem about a polite dragon. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Make a three-line poem about a very small umbrella. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a dramatic houseplant as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a paper crown for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a runaway sock as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a runaway sock is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a runaway sock. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a dancing cactus. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Give a 20-second advertisement for an enormous bookmark. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a squeaky bicycle is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Give a 20-second advertisement for a forgetful clock. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a dramatic houseplant for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a miniature castle as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Describe an enormous bookmark as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Make a three-line poem about a squeaky bicycle. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Tell a two-sentence mystery about a tree with a door. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.
- Dare
Make up a short weather forecast in which a forgetful clock is the main event. Use a make-believe classroom exhibition as the setting.
- Dare
Give a 20-second advertisement for a postcard from tomorrow. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.
- Dare
Make a three-line poem about a tiny library. Rhyming is optional. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a new board game named after a colorful suitcase. Explain one rule. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a garden gnome for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a brave paper boat as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.
- Dare
Describe a cafe run by a polite dragon. Name its signature snack. Use a make-believe classroom exhibition as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a dramatic houseplant. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a very small umbrella for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Invent a friendly superhero whose only equipment is a sleepy penguin. Describe their first mission. Use a make-believe classroom exhibition as the setting.
- Dare
Mime using a dancing cactus for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a curious squirrel. Use a make-believe classroom exhibition as the setting.
How to play with back to school
Choose truth for a question or dare for a small challenge. Get consent first, keep it kind, and let anyone skip. For school groups, read unfamiliar words aloud, use the clean bank, and give children time to think. An adult should choose the pace.
Let's playA quick round
Pick ten prompts and keep each answer to one sentence. Stop when the group wants to talk more.
A story round
Use fewer prompts and invite an optional follow-up. Let the person answering decide how much to share.
A paper round
Print a small set, cut out the cards, and let willing players draw a prompt. Keep a skip pile on the table.
Make it your game.
Simple rules, plenty of room for your group.
How do you play truth or dare with back to school?
Choose truth for a question or dare for a small challenge. Get consent first, keep it kind, and let anyone skip. For school groups, read unfamiliar words aloud, use the clean bank, and give children time to think. An adult should choose the pace.
Can we play without an account or an app?
Yes. Open play mode in your browser, read a prompt aloud, and move to the next one. Every control also works without JavaScript.
Can I print these questions as cards?
Yes. Choose Print cards, select how many you want, and download a PDF with cut lines and an optional rules card. Printing is free.
Can someone skip an uncomfortable question?
Always. Skip without explaining, choose another prompt, or stop the round. Nobody owes the group a personal answer or a performance.
Are these questions appropriate for this group?
This bank is rated kids. Kids and school banks are separate from adult banks. All our content is non-explicit, and even flirty prompts stay light.