How do you play Most Likely To without hurt feelings?

Quick answer: Before you start, tell everyone they can pass on a vote or ask to skip a question without giving a reason. Then read one question aloud and give everyone a moment to decide. Everyone votes for one person who is playing, or says pass, and you all reveal at the same moment. The name with the most votes gets the nomination, and tied names share it. The basic version has no points. A nomination is just the group's guess, not a fact about anyone. Nobody has to tell a story or explain a vote. Agree on an ending before you begin, such as ten questions.

How to play Most Likely To kindly

Most Likely To works best when nobody feels singled out. That depends on two things: which questions you read, and how the group treats each nomination. Look through the questions first and set aside any that don't suit the people playing. Then agree how the game will run, so nobody is pressed to explain a vote, no joke drags up a private matter, and everyone knows when the game will end.

As you look through the questions, think about the format too. Being nominated by others is different from answering about yourself, and some players are fine with one but not the other. If nominations don't suit your group, our help on which question game to choose for your group compares other formats.

Before the first question, say something like: You can pass on a vote or ask us to skip a question. You don't have to say why. Then agree how you will vote, whether you will keep score, and when you will stop. The Party Whammy question packs are labelled Family Clean and are intended for ages eight and up. Clean wording still doesn't mean everyone will like every nomination, so the right to pass matters in every group.

Basic rules for one round

The basic version has no scores and no overall winner. Plan on roughly five minutes to get ready. Choose a first reader, and move the reading turn clockwise after each question.

  • Agree to try ten questions. Every question read counts toward the ten, even one everyone skips.
  • Read one question aloud. If you draw a question you've already used, pick an unused one. If you can't find a fresh one, count that turn as a skip and carry on.
  • Everyone decides privately. They write down one player's name, which can be their own, or write pass. If you have no paper, everyone points at someone or says pass on a count of three.
  • Reveal together. The name with the most votes gets the nomination. If names tie, they share it and there's no revote. If everyone passes, nobody gets nominated.
  • The nominated player can tell a short story, say nothing, or ask to move on.
  • Hand the reading turn to the next player, and stop after the tenth question, or earlier if the group wants to.

How do you play Most Likely To with friends?

Quick answer: Read a question aloud. Everyone privately writes down one player's name or pass, then you all reveal together. The name with the most votes gets the nomination, and tied names share it. The basic version has no points. Stop after ten questions, counting skips.

Counting skipped questions toward the ten keeps the game moving and makes it clear when it ends. With friends who don't all know each other well, start with questions anyone can answer, like who would suggest a picnic. Save questions about shared memories for when everyone can join in. Otherwise a new friend may end up listening to a long explanation of an old joke.

These Most Likely To questions for friends are grouped by topic. With newer friends, begin with everyday habits anyone can answer, and wait on memory questions until everyone knows the stories. Agree to try ten questions, with skipped ones counting toward the ten.

If newer friends don't yet know enough about each other to nominate anyone, start with a short getting-to-know-you round. These 40 clean conversation prompts include get-acquainted questions. They're a separate game, not Most Likely To questions, and are best for ages 8 and up.

How do you play the funny version?

Quick answer: Take turns reading one question. Count down from three, and everyone votes at the same time for a player who is happy to be voted for. You can vote for yourself or pass. Finish when everyone has had one turn reading.

The funny pack ends after one reading turn each instead of after ten questions. Pick whichever ending suits your group and agree on it before you start. The general pack uses the same idea: everyone decides privately, you reveal together, tied names share the result, and you finish when everyone has been offered one reading turn.

Example: one question with four friends

This example is made up to show how the votes are counted. Four friends answer Who is most likely to suggest a picnic? Sam gets two votes, Jo gets one, and one person passes. Sam gets the nomination and can explain why they love picnics if they want to, but the game carries on either way.

If Sam and Jo had two votes each, they would both be nominated. If all four had passed, nobody would be nominated. In every case, that question still counts as one of the ten.

Letting people pass without explaining

Keep jokes to harmless habits, not private arguments. Don't treat a vote as a reason to ask for proof, bring up an old disagreement, or push for a story someone doesn't want to tell. Nobody has to prove a talent or explain a nomination.

If some teen or adult guests are reluctant to play at all, offer a format with no explanations and make joining optional. These party games for people who do not usually play games are suggested for ages 13 and up and include either-or questions for a short card vote, where nobody needs to explain their choice.

If someone asks to skip a question, end it without revealing the votes or asking who would have been nominated. It still counts toward the ending. Anyone who wants to stop can leave the game. The others can then finish early, or keep going if they all want to. If nominations start to feel pointed, switch to a game where people answer for themselves instead of hunting for nicer votes.

One replacement is This or That, where everyone picks between two choices at the same time and answers only for themselves. Our guide to playing This or That with different age groups explains how it works. Stopping altogether is fine too, if that's what the group wants.

For players who enjoy answering on their own, Hot Seat is another option. One willing player answers a question while the others listen, so it isn't a good fit for anyone avoiding attention. In our guide to playing Hot Seat without making anyone uncomfortable, players can pass, give a short answer or ask for a different question.

What ages are these questions for?

Quick answer: The packs are labelled Family Clean and intended for ages eight and up. Look through the questions first and skip any that don't suit your group.

Read unfamiliar words aloud and explain them if needed. With younger players, start with simple, everyday questions, like who would share the last slice, and let a child pass just as an adult can. A clean question can still feel too personal, so anyone can pass or ask the group to skip it.

If nomination questions are hard for younger children to follow, switch them to simpler choice questions instead of explaining every word. These question games for kids are grouped by age. An adult can read for anyone who prefers it, and every player can pass.

Playing with two people, an odd number or a big group

Everyone votes on their own, so you never need pairs or teams. The packs are intended for 2 to 20 players.

How many people can play?

Quick answer: The packs are intended for 2 to 20 players. If turns take too long or votes are hard to hear, split into smaller circles.

Give each circle its own copy of the questions and its own reader. Then each circle can run its own round and finish when it's ready.

Can two people play, and what if the group has an odd number?

Quick answer: Yes. Two players take turns reading, and each votes for either person or passes. If the two votes are different, it's a tie. With an odd number, keep everyone in one circle.

With two players, any time your votes differ, the question ends in a tie. If you'd rather talk than keep nominating each other, try taking turns asking and answering instead. Our guide to playing 21 Questions with friends or a partner explains that the number 21 is a loose structure, not a requirement.

Nobody needs a partner and nobody has to sit out a turn, so an odd number plays exactly the same way.

Optional guessing round with points

If your group wants scores, try the optional guessing version. You score by predicting how the group will vote, not by being a better friend. Each player gets exactly one reading turn.

When it's your turn, read the question but don't vote. Write down privately the name you think will get the most votes. Everyone else privately writes one player's name or pass. Reveal everything once everyone is ready. You score one point if your guess matches the name with the most votes, or any of the tied names. If every voter passes, nobody scores. If you pass or ask to skip, your turn ends with no point. You can swap a repeated question once. If the new draw doesn't give you an unused question either, your turn ends with no point.

Example, made up to show the scoring: Jo guesses Sam. The other three vote Sam, Sam and Lee, so Jo scores one point. Once everyone has had a reading turn, the highest score wins. Tied leaders share the win, and if nobody scored, there's no winner. With two players, the reader guesses the other person's one vote.

Agree on the scoring and how ties end before you start, and keep the basic game point-free for anyone who prefers it. Our tips on keeping party games from getting too competitive suggest announcing in advance that tied players share the win, with no tiebreaker.

What you need and how long it takes

You don't need to read every question in the pack. When you reach the ending you agreed on, ask whether people want another round, a different game or a break. For a new round, use questions you haven't read yet, choose a new first reader, and clear any scores.

When choosing the next game, ask whether guests want to answer together or take individual turns. The question games page lets you try shared choices, admissions or individual answers. It also suggests choosing a willing first reader and reading aloud for anyone who would rather listen.

How long does a round take?

Quick answer: Allow about 10 to 15 minutes for a short round, plus roughly five minutes to get ready. Stories and bigger groups can take longer.

These times are rough estimates, not a fixed length. A round ends at the point you agreed on, not when the clock runs out. In the basic version, that's after ten questions, counting skips. In the guessing version, it's after everyone has had one reading turn, including passes and turns that ended without a point.

Decide on one of these endings before you start instead of trying to get through every question in the pack. If people are telling longer stories or the group is large, expect the round to take longer, or split into smaller circles.

Do we need paper or other supplies?

Quick answer: You need one phone, tablet or printed copy of the questions. Spoken or pointed votes need nothing else. Paper and pencils help if you want private votes, and you need them for the guessing version.

Without paper, skip the points and have everyone point at someone or say pass on the same count. In the scoring version, written guesses keep predictions secret until the reveal.

Checklist before the first question

  • Say out loud that anyone can pass or ask to skip without giving a reason.
  • Agree on the ending: ten questions, or one reading turn each.
  • Decide whether you're keeping score.
  • Have one copy of the questions, plus paper and pencils if you're voting privately or keeping score.
  • Look through the questions and set aside any that don't suit the group.
  • Choose a first reader and pass the turn clockwise.

Sources and further reading