Would You Rather
Two terrible options, one sip for the minority.
Answer, act, or drink - the oldest deal at the party.
Also known as: Truth or Drink
Truth or Dare is the oldest deal at the party: answer an uncomfortable question honestly, or perform a ridiculous task in front of everyone. The drinking version adds the escape hatch that makes it work for adults - if a truth is too revealing or a dare too embarrassing, you can take a drink instead and keep your secrets. That third option, often called Truth or Drink, transforms a middle-school sleepover game into a genuinely great party engine.
The sip-out clause does something clever: it makes every refusal a confession of its own. Decline to answer "what's the last white lie you told?" and the table immediately knows the answer was good. Decline a harmless dare and you've told everyone your dignity's exact price. No equipment, any group size from three up, and infinitely tunable from tame icebreaker to late-night chaos - as long as somebody keeps the prompts coming.
Choose a starting player however your group likes - spin a phone on the floor, youngest first, or the host's privilege. That player is 'up' and everyone else briefly becomes the audience. Whoever is up will face the round's central question, delivered by the previous player or the group collectively: truth or dare?
The active player commits to 'truth' or 'dare' before hearing the specific prompt - that blind commitment is what gives the game teeth. Choosing truth means answering one question honestly and completely. Choosing dare means performing one task. Habitual truth-pickers should beware: most groups run a rule limiting consecutive truths to keep cowardice expensive.
The asker delivers the question or dare - inventing one or reading from the card player above. Good truths are specific and mischievous rather than genuinely invasive; good dares are performable within the room in under two minutes, embarrassing in a fun way rather than a cruel one. The group can overrule any prompt that crosses agreed lines.
Now the deal resolves. Answer the truth fully - half-answers and technicalities cost a sip on top. Complete the dare as described. Or invoke the escape hatch: take a drink and skip the prompt entirely, no questions asked. The sip-out is a right, not a shame - but everyone will absolutely draw conclusions, and that's the fun.
The circle is the referee. Vague truth answers get one follow-up question, dares get judged complete or incomplete by majority, and weaseling costs an extra sip. Keep judgments fast and generous - this game runs on momentum and goodwill, and a two-minute rules debate kills both. When in doubt, laugh and move on.
The player who just went picks the next victim - or play simply rotates clockwise for fairness. Keep rounds under three minutes each so the spotlight keeps moving. There's no scoring and no end condition; play until the energy dips, then close with one final all-play dare, like a group toast delivered in dramatic slow motion.
Strip out the dares entirely: every round is a question, and every question can be dodged with a drink. This head-to-head format - popularized by viral video series - works brilliantly for pairs and small groups who'd rather excavate secrets than perform stunts. Take turns asking; the asker must be willing to answer their own question if challenged.
Everyone writes two dares on slips and drops them in a bowl (or a shared phone note). On your turn, draw blind and perform what fate deals you - even if you wrote it. Skipping costs two sips instead of one, since the pool was group-approved. Removes the asker's targeting power and produces beautifully random chaos.
After a dare is announced, any spectator may shout 'double it' and add one escalation - within the same safety rules. If the active player completes the escalated dare, the escalator drinks; if the player sips out instead, the escalator drinks nothing and gloats. Adds an auction-house energy to every dare round.
A closing round for trusted groups: every player answers the same single truth question, one by one around the circle, with one sip granting a pass. Pick something warm rather than incriminating - 'what's your favorite memory with someone in this room?' - and the game ends on an unexpectedly wholesome note.
Truth or Dare descends from centuries-old European questions-and-commands parlor games - versions were documented in Britain as early as the 1700s, and likely existed long before. It crossed into American sleepover culture in the twentieth century and never left. The drinking variant, Truth or Drink, is a much newer social invention, popularized by college parties and later by viral web video series in the 2010s that turned the format into entertainment.
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