Grown-ups

๐Ÿง  Twenty Questions

  • 6โ€“9, 10+
  • 15, 30 min
  • ๐ŸŒ™ Works in the dark

To play Twenty Questions, one player thinks of a thing, an animal, a place or a food, and keeps it secret. Everyone else takes turns asking questions that can only be answered yes or no, like "Is it alive?" or "Is it bigger than a car?" Count the questions. If someone guesses it in twenty or fewer, they think of the next secret. If not, the thinker tells the answer.

  1. One player thinks of a thing and keeps it secret.
  2. Everyone else asks questions that can be answered yes or no.
  3. Guess it in twenty questions, or the thinker tells.

๐ŸŽฎ Getting the game readyโ€ฆ

How to play Twenty Questions, the long way

The thinker picks something everyone in the car has heard of. A big kid's secret should be something a younger player could guess too: a pizza, a giraffe, the beach. Need an idea? Tap "Peek at a secret" on this page and only the thinker looks.

Guessers go round the car asking one yes-or-no question each. The best first questions sort things into big groups: "Is it alive?", "Is it an animal?", "Can you eat it?", "Is it bigger than this car?" Tap a dot for every question so nobody argues about the count.

A guess counts as a question. When the twenty dots are full, the strip says Reveal, and the thinker says what it was. There is no losing: the secret is told, and the next player thinks of one.

By age

๐Ÿงธ 3โ€“5: Under six, play "three questions" about animals only, and let a grown-up whisper good questions to ask.

๐ŸŽ’ 6โ€“9: Six to nine is the sweet spot. Teach the "is it alive?" opener and let them keep the dots.

๐ŸŽง 10+: Big kids can play with people from stories, places in the world, or things in the house. Make it harder: only ten questions.

When it goes wrong

  • The thinker changes their secret halfway: whisper it to a grown-up at the start, or use a secret from the deck.
  • Someone answers "sort of": allowed once a game. Then it's back to yes or no.
  • One child asks all the questions: go round the car in order, and a player can pass.

Questions families ask

Can you play Twenty Questions in the dark?

Yes. It needs nothing to see, which makes it one of the best games for night drives.

What are good things to think of?

Animals, foods, things in a kitchen, places like the beach or a zoo. The secret deck on this page has ideas for each.

All 30 cards in the deck

Show them all (for paper players, or to read out yourself)
  • A giraffe
  • A pizza
  • The beach
  • A rainbow
  • A penguin
  • A toothbrush
  • The Moon
  • A fire truck
  • A banana
  • A snowman
  • An octopus
  • A pillow
  • A volcano
  • A kite
  • A library
  • A pair of socks
  • A frog
  • A cupcake
  • A bicycle
  • An umbrella
  • A whale
  • A playground
  • A clock
  • A strawberry
  • A hot-air balloon
  • A turtle
  • A castle
  • A spoon
  • A cactus
  • A rocket

Try next

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