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 101-150 of 150 questions

A little more curious

  1. Dare

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

  2. Dare

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

  3. Dare

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

  4. Dare

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

  5. Dare

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

  6. Dare

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

  7. Dare

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

  8. Dare

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

  9. Dare

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

  10. Dare

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

  11. Dare

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

  12. Dare

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

  13. Dare

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

  14. Dare

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

Little adventures

  1. 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.

  2. 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.

  3. Dare

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

  4. Dare

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

  5. 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.

  6. 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.

  7. Dare

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

  8. 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.

  9. 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.

  10. Dare

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

  11. 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.

  12. Dare

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

  13. 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.

Everyday surprises

  1. Dare

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

  2. Dare

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

  3. Dare

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

  4. Dare

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

  5. Dare

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

  6. Dare

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

  7. Dare

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

  8. Dare

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

  9. Dare

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

  10. Dare

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

  11. Dare

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

  12. Dare

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

  13. Dare

    Give a polite acceptance speech for an imaginary award shaped like a garden gnome. 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 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.