300 truth or dare questions for holidays

A story to tell or a playful challenge to try.

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Rated general. Everyone can skip.

Showing 1-100 of 150 questions

Everyday surprises

  1. Dare

    Invent a new board game named after a tiny library. Explain one rule. Use a make-believe festive market as the setting.

  2. Dare

    Invent a new board game named after a garden gnome. Explain one rule. Use a make-believe festive market as the setting.

  3. Dare

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

  4. Dare

    Invent a new board game named after a paper crown. Explain one rule. Use a make-believe festive market as the setting.

  5. Dare

    Describe a forgetful clock as if you were a guide in a very important museum. Use a make-believe festive market as the setting.

  6. Dare

    Make up a short weather forecast in which a colorful suitcase is the main event. Use a make-believe festive market as the setting.

  7. Dare

    Tell a two-sentence mystery about a floating pancake. Give it a cheerful ending. Use a make-believe festive market as the setting.

  8. Dare

    Invent a new board game named after a tree with a door. Explain one rule. Use a make-believe festive market as the setting.

  9. Dare

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

  10. Dare

    Describe a cafe run by a sleepy penguin. Name its signature snack. Use a make-believe festive market as the setting.

  11. Dare

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

  12. Dare

    Describe a cafe run by a postcard from tomorrow. Name its signature snack. Use a make-believe festive market as the setting.

  13. Dare

    Invent a new board game named after a runaway sock. Explain one rule. Use a make-believe festive market as the setting.

  14. Dare

    Tell a two-sentence mystery about a colorful suitcase. Give it a cheerful ending. Use a make-believe festive market as the setting.

  15. Dare

    Make a three-line poem about a lost mitten. Rhyming is optional. Use a make-believe festive market as the setting.

  16. Dare

    Make up a short weather forecast in which an enormous bookmark is the main event. Use a make-believe festive market as the setting.

  17. Dare

    Give a polite acceptance speech for an imaginary award shaped like an enormous bookmark. Use a make-believe festive market as the setting.

  18. Dare

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

  19. Dare

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

  20. Dare

    Tell a two-sentence mystery about a polite dragon. Give it a cheerful ending. Use a make-believe festive market as the setting.

  21. Dare

    Tell a two-sentence mystery about a cheerful moon. Give it a cheerful ending. Use a make-believe festive market as the setting.

  22. Dare

    Describe a cafe run by an enormous bookmark. Name its signature snack. Use a make-believe festive market as the setting.

  23. Dare

    Tell a two-sentence mystery about a sleepy penguin. Give it a cheerful ending. Use a make-believe festive market as the setting.

  24. Dare

    Make a three-line poem about a traveling armchair. Rhyming is optional. Use a make-believe festive market as the setting.

  25. Dare

    Make up a short weather forecast in which a postcard from tomorrow is the main event. Use a make-believe festive market as the setting.

  26. Dare

    Make a three-line poem about a secret picnic. Rhyming is optional. Use a make-believe festive market as the setting.

  27. Dare

    Make up a short weather forecast in which a runaway sock is the main event. Use a make-believe festive market as the setting.

  28. Dare

    Describe a cheerful moon as if you were a guide in a very important museum. Use a make-believe festive market as the setting.

  29. Dare

    Make up a short weather forecast in which a garden gnome is the main event. Use a make-believe festive market as the setting.

  30. Dare

    Describe a cafe run by a friendly robot. Name its signature snack. Use a make-believe festive market as the setting.

A little more curious

  1. Dare

    Mime using a curious squirrel for 15 seconds. Let willing players guess what it is. Use a make-believe festive market as the setting.

  2. Dare

    Give a 20-second advertisement for a sleepy penguin. Make it sound surprisingly useful. Use a make-believe festive market as the setting.

  3. Dare

    Invent a friendly superhero whose only equipment is a forgetful clock. Describe their first mission. Use a make-believe festive market as the setting.

  4. Dare

    Tell a two-sentence mystery about a musical sandwich. Give it a cheerful ending. Use a make-believe festive market as the setting.

  5. Dare

    Describe a cafe run by a traveling armchair. Name its signature snack. Use a make-believe festive market as the setting.

  6. Dare

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

  7. Dare

    Invent a friendly superhero whose only equipment is a floating pancake. Describe their first mission. Use a make-believe festive market as the setting.

  8. Dare

    Give a polite acceptance speech for an imaginary award shaped like a brave paper boat. Use a make-believe festive market as the setting.

  9. Dare

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

  10. Dare

    Mime using a musical sandwich for 15 seconds. Let willing players guess what it is. Use a make-believe festive market as the setting.

  11. Dare

    Invent a friendly superhero whose only equipment is a postcard from tomorrow. Describe their first mission. Use a make-believe festive market as the setting.

  12. Dare

    Describe a cafe run by a tree with a door. Name its signature snack. Use a make-believe festive market as the setting.

  13. Dare

    Invent a friendly superhero whose only equipment is a dramatic houseplant. Describe their first mission. Use a make-believe festive market as the setting.

  14. Dare

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

  15. Dare

    Give a polite acceptance speech for an imaginary award shaped like a colorful suitcase. Use a make-believe festive market as the setting.

  16. Dare

    Invent a new board game named after a dancing cactus. Explain one rule. Use a make-believe festive market as the setting.

  17. Dare

    Invent a new board game named after a polite dragon. Explain one rule. Use a make-believe festive market as the setting.

  18. Dare

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

  19. Dare

    Describe a dancing cactus as if you were a guide in a very important museum. Use a make-believe festive market as the setting.

  20. Dare

    Make up a short weather forecast in which a lost mitten is the main event. Use a make-believe festive market as the setting.

  21. Dare

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

  22. Dare

    Give a 20-second advertisement for a brave paper boat. Make it sound surprisingly useful. Use a make-believe festive market as the setting.

  23. Dare

    Invent a friendly superhero whose only equipment is a tree with a door. Describe their first mission. Use a make-believe festive market as the setting.

  24. Dare

    Make up a short weather forecast in which a brave paper boat is the main event. Use a make-believe festive market as the setting.

  25. Dare

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

  26. Dare

    Make a three-line poem about a tree with a door. Rhyming is optional. Use a make-believe festive market as the setting.

  27. Dare

    Tell a two-sentence mystery about a talking teapot. Give it a cheerful ending. Use a make-believe festive market as the setting.

  28. Dare

    Give a polite acceptance speech for an imaginary award shaped like a cheerful moon. Use a make-believe festive market as the setting.

  29. Dare

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

  30. Dare

    Make a three-line poem about a clever pencil. Rhyming is optional. Use a make-believe festive market as the setting.

Little adventures

  1. Dare

    Tell a two-sentence mystery about a dramatic houseplant. Give it a cheerful ending. Use a make-believe festive market as the setting.

  2. Dare

    Tell a two-sentence mystery about a very small umbrella. Give it a cheerful ending. Use a make-believe festive market as the setting.

  3. Dare

    Invent a new board game named after a brave paper boat. Explain one rule. Use a make-believe festive market as the setting.

  4. Dare

    Invent a friendly superhero whose only equipment is a bubble-powered bus. Describe their first mission. Use a make-believe festive market as the setting.

  5. Dare

    Invent a new board game named after a squeaky bicycle. Explain one rule. Use a make-believe festive market as the setting.

  6. Dare

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

  7. Dare

    Describe a squeaky bicycle as if you were a guide in a very important museum. Use a make-believe festive market as the setting.

  8. Dare

    Describe a clever pencil as if you were a guide in a very important museum. Use a make-believe festive market as the setting.

  9. Dare

    Tell a two-sentence mystery about a clever pencil. Give it a cheerful ending. Use a make-believe festive market as the setting.

  10. Dare

    Invent a friendly superhero whose only equipment is a miniature castle. Describe their first mission. Use a make-believe festive market as the setting.

  11. Dare

    Give a polite acceptance speech for an imaginary award shaped like a lost mitten. Use a make-believe festive market as the setting.

  12. Dare

    Invent a new board game named after a friendly robot. Explain one rule. Use a make-believe festive market as the setting.

  13. Dare

    Make a three-line poem about a bubble-powered bus. Rhyming is optional. Use a make-believe festive market as the setting.

  14. Dare

    Make up a short weather forecast in which a secret picnic is the main event. Use a make-believe festive market as the setting.

  15. Dare

    Describe an enormous bookmark as if you were a guide in a very important museum. Use a make-believe festive market as the setting.

  16. Dare

    Mime using a friendly comet for 15 seconds. Let willing players guess what it is. Use a make-believe festive market as the setting.

  17. Dare

    Give a 20-second advertisement for a miniature castle. Make it sound surprisingly useful. Use a make-believe festive market as the setting.

  18. Dare

    Describe a cafe run by a clever pencil. Name its signature snack. Use a make-believe festive market as the setting.

  19. Dare

    Invent a friendly superhero whose only equipment is a sleepy penguin. Describe their first mission. Use a make-believe festive market as the setting.

  20. Dare

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

  21. Dare

    Tell a two-sentence mystery about a lost mitten. Give it a cheerful ending. Use a make-believe festive market as the setting.

  22. Dare

    Make up a short weather forecast in which a friendly robot is the main event. Use a make-believe festive market as the setting.

  23. Dare

    Make up a short weather forecast in which a floating pancake is the main event. Use a make-believe festive market as the setting.

  24. Dare

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

  25. Dare

    Describe a garden gnome as if you were a guide in a very important museum. Use a make-believe festive market as the setting.

  26. Dare

    Invent a friendly superhero whose only equipment is a runaway sock. Describe their first mission. Use a make-believe festive market as the setting.

  27. Dare

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

  28. Dare

    Make a three-line poem about a paper crown. Rhyming is optional. Use a make-believe festive market as the setting.

  29. Dare

    Mime using a very small umbrella for 15 seconds. Let willing players guess what it is. Use a make-believe festive market as the setting.

  30. Dare

    Make a three-line poem about a floating pancake. Rhyming is optional. Use a make-believe festive market as the setting.

How to play with holidays

Choose truth for a question or dare for a small challenge. Get consent first, keep it kind, and let anyone skip. For a holidays round, let everyone choose a comfortable prompt. You can play with people in the room or share the screen remotely.

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 holidays?

Choose truth for a question or dare for a small challenge. Get consent first, keep it kind, and let anyone skip. For a holidays round, let everyone choose a comfortable prompt. You can play with people in the room or share the screen remotely.

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 general. 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.