300 truth or dare questions for couples
A story to tell or a playful challenge to try.
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Rated adults. Everyone can skip.
Showing 1-100 of 150 questions
- Dare
Invent a friendly superhero whose only equipment is a friendly comet. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a secret picnic. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a paper crown. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a very small umbrella. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a forgetful clock. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Describe a talking teapot as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a lost mitten. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a forgetful clock. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a garden gnome. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a bubble-powered bus. Describe their first mission. Use a make-believe two-person adventure as the setting.
Everyday surprises
- Dare
Tell a two-sentence mystery about a dancing cactus. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a musical sandwich. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a bubble-powered bus for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a sleepy penguin. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a floating pancake. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a mysterious postcard is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a squeaky bicycle. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a lost mitten as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a miniature castle. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a traveling armchair. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a tree with a door. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a postcard from tomorrow for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a dramatic houseplant. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a secret picnic. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a curious squirrel for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a traveling armchair. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a musical sandwich. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a friendly comet. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a very small umbrella. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a mysterious postcard. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Describe a paper crown as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a floating pancake for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a friendly comet. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a musical sandwich. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a curious squirrel is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a friendly comet. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a bubble-powered bus is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a dancing cactus. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a cheerful moon. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a curious squirrel. Explain one rule. Use a make-believe two-person adventure as the setting.
A little more curious
- Dare
Make a three-line poem about a miniature castle. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a polite dragon is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a tree with a door. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a cheerful moon. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a paper crown. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a brave paper boat. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a friendly robot. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a squeaky bicycle is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a colorful suitcase for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a clever pencil. Use a make-believe two-person adventure as the setting.
- Dare
Describe a polite dragon as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a postcard from tomorrow. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a garden gnome as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Describe a tree with a door as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a secret picnic for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a clever pencil is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a paper crown is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a runaway sock. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Describe a tiny library as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a runaway sock. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a traveling armchair is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a talking teapot. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a tiny library. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a garden gnome is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a curious squirrel. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Describe an enormous bookmark as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a colorful suitcase is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a traveling armchair. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a brave paper boat. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a paper crown. Name its signature snack. Use a make-believe two-person adventure as the setting.
Little adventures
- Dare
Mime using a very small umbrella for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a friendly robot. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Describe a brave paper boat as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a musical sandwich is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a lost mitten. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a clever pencil. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a floating pancake. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a sleepy penguin is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a paper crown for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a cheerful moon for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure 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 two-person adventure as the setting.
- Dare
Invent a new board game named after a tree with a door. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a tiny library. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a garden gnome. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a tiny library. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a traveling armchair. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a polite dragon. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a friendly comet for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Describe a friendly comet as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a musical sandwich. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a curious squirrel. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a tiny library. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Describe a clever pencil as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a secret picnic. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a traveling armchair. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Describe a very small umbrella as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a cheerful moon. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a talking teapot. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a colorful suitcase. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a friendly robot. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
How to play with couples
Choose truth for a question or dare for a small challenge. Get consent first, keep it kind, and let anyone skip. For couples, take turns choosing prompts and listen without correcting the answer. Keep the tone affectionate and agree on comfortable boundaries.
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 couples?
Choose truth for a question or dare for a small challenge. Get consent first, keep it kind, and let anyone skip. For couples, take turns choosing prompts and listen without correcting the answer. Keep the tone affectionate and agree on comfortable boundaries.
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 adults. Kids and school banks are separate from adult banks. All our content is non-explicit, and even flirty prompts stay light.