300 truth or dare questions for back to school

A story to tell or a playful challenge to try.

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Showing 1-100 of 100 questions

Little adventures

  1. Dare

    Describe a cafe run by a talking teapot. Name its signature snack. Use a make-believe classroom exhibition as the setting.

  2. Dare

    Make a three-line poem about a polite dragon. Rhyming is optional. Use a make-believe classroom exhibition as the setting.

  3. Dare

    Make a three-line poem about a very small umbrella. Rhyming is optional. Use a make-believe classroom exhibition as the setting.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. Dare

    Tell a two-sentence mystery about a dancing cactus. Give it a cheerful ending. Use a make-believe classroom exhibition as the setting.

  10. Dare

    Give a 20-second advertisement for an enormous bookmark. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.

  11. 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.

  12. Dare

    Give a 20-second advertisement for a forgetful clock. Make it sound surprisingly useful. Use a make-believe classroom exhibition as the setting.

  13. 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.

  14. 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.

  15. 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.

  16. Dare

    Make a three-line poem about a squeaky bicycle. Rhyming is optional. Use a make-believe classroom exhibition as the setting.

  17. 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.

  18. 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.

  19. 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.

  20. Dare

    Make a three-line poem about a tiny library. Rhyming is optional. Use a make-believe classroom exhibition as the setting.

  21. Dare

    Invent a new board game named after a colorful suitcase. Explain one rule. Use a make-believe classroom exhibition as the setting.

  22. 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.

  23. 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.

  24. Dare

    Describe a cafe run by a polite dragon. Name its signature snack. Use a make-believe classroom exhibition as the setting.

  25. Dare

    Give a polite acceptance speech for an imaginary award shaped like a dramatic houseplant. Use a make-believe classroom exhibition as the setting.

  26. 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.

  27. 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.

  28. 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.

  29. Dare

    Give a polite acceptance speech for an imaginary award shaped like a curious squirrel. Use a make-believe classroom exhibition as the setting.

  30. Dare

    Invent a new board game named after a miniature castle. Explain one rule. Use a make-believe classroom exhibition as the setting.

  31. Dare

    Describe a floating pancake as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.

  32. Dare

    Mime using a bubble-powered bus for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.

  33. Dare

    Make up a short weather forecast in which a dramatic houseplant is the main event. Use a make-believe classroom exhibition as the setting.

  34. Dare

    Invent a friendly superhero whose only equipment is a garden gnome. Describe their first mission. Use a make-believe classroom exhibition as the setting.

  35. Dare

    Invent a new board game named after a lost mitten. Explain one rule. Use a make-believe classroom exhibition as the setting.

  36. Dare

    Describe a cafe run by a dancing cactus. Name its signature snack. Use a make-believe classroom exhibition as the setting.

  37. Dare

    Mime using a forgetful clock for 15 seconds. Let willing players guess what it is. Use a make-believe classroom exhibition as the setting.

  38. Dare

    Invent a friendly superhero whose only equipment is a mysterious postcard. Describe their first mission. Use a make-believe classroom exhibition as the setting.

  39. Dare

    Make a three-line poem about a musical sandwich. Rhyming is optional. Use a make-believe classroom exhibition as the setting.

  40. Dare

    Describe a lost mitten as if you were a guide in a very important museum. Use a make-believe classroom exhibition as the setting.

  41. Dare

    Invent a friendly superhero whose only equipment is a paper crown. Describe their first mission. Use a make-believe classroom exhibition as the setting.

  42. Dare

    Give a polite acceptance speech for an imaginary award shaped like a traveling armchair. Use a make-believe classroom exhibition as the setting.

  43. Dare

    Make up a short weather forecast in which a miniature castle is the main event. Use a make-believe classroom exhibition as the setting.

  44. Dare

    Describe a cafe run by a bubble-powered bus. Name its signature snack. Use a make-believe classroom exhibition as the setting.

  45. Dare

    Invent a friendly superhero whose only equipment is a colorful suitcase. Describe their first mission. Use a make-believe classroom exhibition as the setting.

Good stories

  1. Truth

    What is something you changed your mind about in relation to a useful pencil case?

  2. Truth

    What is your honest first thought about the story behind a library discovery?

  3. Truth

    What is an unexpected memory you associate with an unexpected use for a friendly group project?

  4. Truth

    What is something you would enthusiastically defend about an unexpected use for a class mascot?

  5. Truth

    What is a small truth about your experience of a creative twist on a library discovery?

  6. Truth

    What would surprise your friends about your answer to a question about a creative twist on a class mascot?

  7. Truth

    What have you never been asked about the story behind a welcoming classroom?

  8. Truth

    What would surprise your friends about your answer to a question about a friendly group project?

  9. Truth

    What have you never been asked about a creative twist on a useful pencil case?

  10. Truth

    What would surprise your friends about your answer to a question about an unexpected use for a first-week puzzle?

  11. Truth

    What is something you changed your mind about in relation to a creative twist on a first-week puzzle?

  12. Truth

    What is a small truth about your experience of a school garden?

  13. Truth

    What would surprise your friends about your answer to a question about a new playground game?

  14. Truth

    What is something you changed your mind about in relation to a new playground game?

  15. Truth

    What have you never been asked about the story behind a school garden?

  16. Truth

    What is an unexpected memory you associate with a creative twist on a class mascot?

  17. Truth

    What is an unexpected memory you associate with a new playground game?

  18. Truth

    What is an unexpected memory you associate with a creative twist on a welcoming classroom?

  19. Truth

    What is one thing you would admit to being curious about when it comes to a notebook cover?

  20. Truth

    What is a small truth about your experience of the story behind a useful pencil case?

  21. Truth

    What would surprise your friends about your answer to a question about an unexpected use for a notebook cover?

  22. Truth

    What would surprise your friends about your answer to a question about a class mascot?

  23. Truth

    What is a small truth about your experience of a creative twist on a notebook cover?

  24. Truth

    What is something you changed your mind about in relation to the story behind a library discovery?

  25. Truth

    What is a detail about a new playground game you would be happy to tell the group?

  26. Truth

    What is one thing you would admit to being curious about when it comes to an unexpected use for a useful pencil case?

  27. Truth

    What is an unexpected memory you associate with the story behind a useful pencil case?

  28. Truth

    What is an unexpected memory you associate with a creative twist on a first-week puzzle?

  29. Truth

    What is a detail about a creative twist on a notebook cover you would be happy to tell the group?

  30. Truth

    What is your most lighthearted opinion about the story behind a class mascot?

  31. Truth

    What is your most lighthearted opinion about a creative twist on a notebook cover?

  32. Truth

    What is your most lighthearted opinion about an unexpected use for a friendly group project?

  33. Truth

    What is your honest first thought about a creative twist on a welcoming classroom?

  34. Truth

    What is something you would enthusiastically defend about a first-week puzzle?

  35. Truth

    What is an unexpected memory you associate with the story behind a class mascot?

  36. Truth

    What is one thing you would admit to being curious about when it comes to a school garden?

  37. Truth

    What is one thing you would admit to being curious about when it comes to a creative twist on a notebook cover?

  38. Truth

    What is an unexpected memory you associate with a creative twist on a new playground game?

  39. Truth

    What is your honest first thought about a creative twist on a friendly group project?

  40. Truth

    What would surprise your friends about your answer to a question about a creative twist on a welcoming classroom?

  41. Truth

    What is a detail about an unexpected use for a show-and-tell object you would be happy to tell the group?

  42. Truth

    What is one thing you would admit to being curious about when it comes to a welcoming classroom?

  43. Truth

    What is something you changed your mind about in relation to the story behind a useful pencil case?

  44. Truth

    What would surprise your friends about your answer to a question about a creative twist on a new playground game?

  45. Truth

    What is an unexpected memory you associate with an unexpected use for a show-and-tell object?

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 play

A 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.

Try a different kind of question.