Most Likely To Questions: 40 Clean Questions for Your Group
Who is most likely to bring an extra snack, start the dance floor or learn another language? Read a question and let everyone vote for the person they think fits. These 40 family-clean questions are intended for ages 8 and up, with four groups to choose from and rules for playing with or without points.
Find a question for your next turn
Use Pick another most likely to question in the question pack to draw a question, or read one from a named group. Print all 40 gives you a paper copy. If the picker draws one you have already used, choose an unused question from the list rather than repeatedly drawing.
- Everyday choices asks about familiar habits, such as “Who is most likely to bring an extra snack?” Start here when players are still getting to know each other.
- Party energy asks about what people might do at a gathering, such as “Who is most likely to take the best group photo?”
- Future adventures lets players imagine what comes next: “Who is most likely to learn another language?” does not require anyone to have done it already.
- Hidden talents invites guesses about skills, such as “Who is most likely to master a magic trick?” Players do not have to demonstrate a talent to receive a vote.
How to play Most Likely To
Use one phone, tablet or printed list. The pack is intended for 2–20 players, indoors or while traveling, with about five minutes to get ready. Allow about 10–15 minutes for a short round; a large group or longer conversations may take more time. No special supplies are needed for spoken votes.
Here is a version without points. Receiving the most votes is a result for that question, not a win or a loss for the game.
- Agree on one reader turn each. Ask for a volunteer to read first, then move clockwise. Everyone gets the same chance to read, including anyone who passes. With two players, alternate reading; both can vote for either person, including themselves.
- Explain the choices. Anyone can vote for themselves, skip a vote, decline nominations or pass their reader turn without explaining. Do not vote for someone who has opted out of nominations. The reader may swap one question; if the replacement does not suit them, pass the turn.
- Read one question aloud. Give everyone a moment to decide privately. On a count of three, each willing voter says one name at the same time. If names are hard to hear, have voters write them and reveal together instead.
- Count the votes and move on. The person with the most votes is the group’s answer. Tied names share the result; do not hold a tiebreaker. If nobody votes, there is no result. Anyone nominated can offer a short story, but does not owe an explanation or proof.
- Offer the next person a reader turn. A passed turn or a question with no votes still counts. Finish once everyone has been offered one turn, even if every turn was passed. To play again, ask who wants another round, choose a new first reader and put aside used questions.
An odd number of players needs no change: everyone votes individually, so there are no pairs to balance. If a crowded room is difficult to hear, split into smaller circles with a copy of the questions and a reader in each. Keep the same one-turn-each ending in each circle.
Try a written guessing round
For an optional version with points, give everyone paper and a pencil. Keep the same turn order, pass rules and one-reader-turn-each ending. Every player, including the reader, may make one prediction and cast one vote on each question.
Before anyone reveals anything, write a name beside Prediction and a name beside My vote. These can be the same person. Decide both privately, without discussing them. You may vote for yourself, and you may skip either part. Reveal the votes first and count them, then reveal the predictions. A prediction matching a name with the most votes earns one point; if names tie for the most votes, a prediction matching any of those names earns a point. A question with no votes earns nobody a point.
For example, five players vote on who is most likely to carry a spare charger. Three vote for Sam and two for Jo. Everyone who privately predicted Sam earns one point, regardless of their own vote. Sam does not have to show a charger: the result comes from the votes, not proof of the habit.
If the reader swaps a question, discard all votes and predictions for it before writing new ones. Allow one swap on that turn, then pass if the replacement is unwanted. A passed turn earns no points and still counts toward the ending. Players may withdraw their vote or prediction before revealing it; a person declining nominations ends that question with no points if votes have already been written for them.
End after everyone has been offered one reader turn. The highest score wins; tied leaders share the win. If all scores are zero, finish with no winner. For another round, clear the scores, set aside used questions and choose a new first reader. With two players or an odd-sized group, use these same rules without teams or byes.
Keep nominations kind
Keep jokes kind and skip personal topics. “Who is most likely to bring an extra snack?” is about an everyday habit; it is not an invitation to comment on someone’s body, money or private life. If a vote upsets someone, stop that question and move on without asking them to defend their reaction.
Start with Everyday choices when people do not know each other well. If they cannot think of a name, passing is a complete answer. For sillier prompts, try funny Most Likely To questions. When players already share memories, Most Likely To questions for friends offers another collection. Neither changes the right to pass or decline nominations.
Finish the round or try another game
Finish after everyone has been offered a reader turn, or stop earlier if the group wants to. You do not need to read all 40 questions. Ask whether people want fresh questions, a different game or a break before starting again.
If players would rather answer for themselves than nominate someone, This or That questions gives them two preferences to choose between. Would You Rather questions offers longer imagined choices with room to explain an answer.
For shared experiences, try Never Have I Ever questions and leave stories optional. Hot Seat questions gives a willing player a turn to answer while others listen or guess.
If the group still enjoys nominations, the Paranoia collection offers another format; keep topics kind and allow passes. For an action round, use Truth or Dare questions only after agreeing that players can pass, swap or stop. Select prompts that fit the youngest player, and do not add surprise touching, posting or dangerous movement.
Questions about playing Most Likely To
How do you play Most Likely To Questions?
Read a question aloud, let everyone decide privately, then reveal votes together. The name with the most votes is the group’s answer; ties share the result. Rotate readers and finish after everyone has been offered one turn. Anyone can pass.
How many people can play Most Likely To Questions?
The pack is intended for 2–20 players. Two people can alternate reading and vote for either person, including themselves. An odd number needs no teams or byes. Split a crowded room into smaller circles if votes are hard to hear.
What ages are these questions for?
The collection is labelled Family Clean and intended for ages 8 and up. Read unfamiliar words aloud and explain them if needed. Players can skip any question, and nobody has to prove a talent or explain a nomination.
Do players need supplies?
For spoken votes, use one phone, tablet or printed question list. The optional written guessing round needs paper and pencils so votes and predictions can be kept private until the reveal.
How long should a round last?
Allow about 10–15 minutes for a short round, adjusting for the group size and conversation. Offer everyone one reader turn and count passed turns toward that ending. Stop earlier if the group wants to.