Jump to the sixty targets or good first questions.
Prepare in about one minute
This is the classic yes/no guessing game, not the personal-question “21 questions” icebreaker. Seat 4–8 adults, including the host. One chooser hides a target; the others narrow it down together. The host plays and counts questions aloud. There are no individual points or eliminations, and nothing about anyone’s life is needed.
Give the chooser private access to this list on a phone or printout. They pick a familiar target, remember its exact name and version, then hide the list. Do not display it to guessers. If someone has already seen the chosen target, they can say so without naming it; choose another before starting. Skip unfamiliar targets and unusual or branded versions: the chooser should be able to answer basic questions without looking anything up.
Rules for one round
- Every round starts with the seat to that round’s chooser’s left, then moves clockwise, skipping the chooser. Each guesser asks one yes/no question per turn. Brief suggestions are fine; only the current guesser asks. The chooser answers and the host announces the running count.
- The group shares twenty questions, including direct guesses. A wrong guess uses one question and play moves to the next seat; nobody is eliminated. A correct guess ends the round. Ask one thing at a time: split a compound question or rephrase an open question before answering or counting it.
- Passing needs no explanation and uses no question. Move to the next seat. Anyone may also decline the chooser role; offer it to the next willing person clockwise.
- If the chooser is unsure, or the answer depends on a version the list doesn’t settle, say “I don’t know.” It does not count; move to the next seat. Do not research or invent an answer. If uncertainty keeps interrupting play, reveal the target and end the round.
- A repeated question or guess counts. The host repeats the earlier answer and moves play along. Asking to hear an earlier question and answer for clarity does not count.
Stop at a correct guess, question twenty, or the round’s agreed time limit, whichever comes first. There is no free final guess after twenty: unless question twenty solves it, reveal the target. If everyone passes in a complete lap, reveal and move on. Offer the chooser role to the next willing person clockwise from the old chooser, regardless of who solved it. Pass the hidden list and choose a new target for each round.
Good first questions
Choose one broad question, then use its answer to decide what to ask next. These are options, not a script everyone must follow.
- Is it alive?
- Is it made by people?
- Would it fit in a shoebox?
- Is it usually found outdoors?
- Can a person eat it?
- Does it usually stay in one place?
- Does it need electricity to do its usual job?
- Is it used to carry people or things?
- Would you normally find it in a home?
- Is it mostly made of metal?
An example round in ten questions
The chooser privately picks Clothespin (wooden, with a spring). With six adults, five guessers ask clockwise from the chooser’s left, then take a second lap. The direct guess uses question ten.
| Question | Guesser asks | Chooser answers |
|---|---|---|
| 1 | Is it a living thing? | No. |
| 2 | Is it made by people? | Yes. |
| 3 | Could you hold it in one hand? | Yes. |
| 4 | Does it need electricity to do its job? | No. |
| 5 | Is it used with clothing? | Yes. |
| 6 | Do you wear it on your body? | No. |
| 7 | Does it hold something in place? | Yes. |
| 8 | Can squeezing part of it make it open? | Yes. |
| 9 | Is it used to attach laundry to a line? | Yes. |
| 10 | Is it a clothespin? | Yes—that’s it. |
The host closes the round and offers the chooser role to the next willing person clockwise. The new round starts to the new chooser’s left.
Three rounds in about 10–15 minutes
Allow one minute for setup and three rounds of about three minutes each, including reveals and chooser changes: about ten minutes total. For a slower pace, allow four minutes per round plus two extra minutes across the session for pauses or choosing, bringing the total to about fifteen minutes. Announce the time allowance before play; use the host’s phone clock or an approximate conversational pace.
Start with an easy target; later choosers can use any comfortable level. Rotate immediately if a round ends early. Stop after round three: reveal any unsolved target, thank everyone, and close. Another session needs a fresh agreement.
Adjustments for four to eight adults
With four or five adults, circle back as often as needed, keeping one question per turn. With six to eight, keep suggestions brief; the twenty-question limit may end a round before everyone gets a third turn. At any size, welcome passes and repeat spoken questions and answers on request without counting them again. Use the longer timing guide for more thinking time.
Sixty things to guess
Chooser only: keep these names hidden. Each level has twenty unique targets. Use the named version and accept ordinary synonyms, such as “fridge” for “refrigerator.” A broad category question can get yes without solving the target: “Is it a bird?” gets yes for “Penguin,” but the group still needs to name the penguin. The levels suggest how much narrowing a target may take; they are not measured ratings.
Easy · twenty broad starting points
- Cat (house cat)
- Dog (pet dog)
- Horse
- Elephant
- Butterfly (adult insect)
- Apple (fresh fruit)
- Banana (fresh fruit)
- Carrot (whole vegetable)
- Pizza (whole, baked)
- Ice cream (in a cone)
- Chair (dining chair)
- Bed (with a mattress)
- Bicycle (pedal bike)
- Car (passenger car)
- Umbrella (handheld rain umbrella)
- Shoe (sneaker)
- Toothbrush (manual)
- Refrigerator (household)
- Book (printed paperback)
- Soccer ball
Medium · twenty things to narrow down
- Penguin
- Turtle (freshwater)
- Squirrel
- Pineapple (whole fruit)
- Popcorn (popped)
- Pretzel (large, soft)
- Fire truck
- School bus
- Sailboat (with a sail, no motor)
- Lighthouse
- Playground (outdoor)
- Tent (camping tent)
- Garden hose
- Flashlight (handheld, battery-powered)
- Suitcase (wheeled)
- Doorbell (button by the front door)
- Can opener (handheld, manual)
- Toaster (pop-up)
- Mailbox (curbside)
- Jigsaw puzzle (cardboard pieces)
Harder · twenty familiar targets with more overlapping clues
- Clothespin (wooden, with a spring)
- Bookmark (paper strip)
- Padlock (opened with a key)
- Snow globe (with an enclosed scene)
- Paper clip (bent metal wire)
- Acorn (with its cap)
- Pine cone (fallen, open)
- Seashell (empty clam shell)
- Dandelion (yellow flower)
- Icicle (hanging outdoors)
- Mushroom (whole white button mushroom)
- Pickle (whole pickled cucumber)
- Raisin (dried grape)
- Peanut (in its shell)
- Snail (land snail)
- Moth (adult insect)
- Hot-air balloon (with a passenger basket)
- Ferris wheel (full-size ride)
- Greenhouse (walk-in glass structure for plants)
- Pier (wooden walkway extending over water)
If a target is unfamiliar, choose another. Honest answers matter more than the level label.