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 101-150 of 150 questions
- Dare
Give a 20-second advertisement for a very small umbrella. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a garden gnome. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a forgetful clock. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a tiny library is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Describe a sleepy penguin 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 friendly comet. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a mysterious postcard for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Describe a forgetful clock 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 an enormous bookmark. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a postcard from tomorrow. Describe their first mission. Use a make-believe two-person adventure as the setting.
A little more curious
- Dare
Invent a new board game named after a secret picnic. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a lost mitten 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 curious squirrel. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a mysterious postcard. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a curious squirrel. 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 lost mitten is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a sleepy penguin. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a friendly robot. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a bubble-powered bus. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a secret picnic. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a runaway sock. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a bubble-powered bus 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 brave paper boat. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a dancing cactus. Describe their first mission. Use a make-believe two-person adventure as the setting.
Little adventures
- Dare
Describe a cafe run by a bubble-powered bus. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a dancing cactus. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Tell a two-sentence mystery about a tiny library. Give it a cheerful ending. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a clever pencil. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a cheerful moon. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Give a polite acceptance speech for an imaginary award shaped like a postcard from tomorrow. Use a make-believe two-person adventure as the setting.
- Dare
Invent a new board game named after a lost mitten. Explain one rule. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a dramatic houseplant. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Make a three-line poem about a lost mitten. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a sleepy penguin. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Mime using a runaway sock 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 colorful suitcase. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which a miniature castle is the main event. Use a make-believe two-person adventure as the setting.
Everyday surprises
- Dare
Mime using a friendly robot 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 dramatic houseplant. Rhyming is optional. Use a make-believe two-person adventure as the setting.
- Dare
Make up a short weather forecast in which an enormous bookmark is the main event. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a dramatic houseplant. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a secret picnic as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Describe a dancing cactus 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 clever pencil for 15 seconds. Let willing players guess what it is. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by an enormous bookmark. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Describe a musical sandwich as if you were a guide in a very important museum. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a brave paper boat. Make it sound surprisingly useful. Use a make-believe two-person adventure as the setting.
- Dare
Invent a friendly superhero whose only equipment is a polite dragon. Describe their first mission. Use a make-believe two-person adventure as the setting.
- Dare
Describe a cafe run by a secret picnic. Name its signature snack. Use a make-believe two-person adventure as the setting.
- Dare
Give a 20-second advertisement for a squeaky bicycle. Make it sound surprisingly useful. 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.