Would You Rather Four Corners: How to Play, Plus 75 Questions by Age
Would you rather fly, turn invisible, run at super speed or talk to animals? In Four Corners, each answer belongs to a numbered corner. Read the choices, give everyone a moment to decide, then let them walk to their answer. Nobody is eliminated, and giving a reason is optional.
The question pack above contains all 75 questions in four age groups, with each answer numbered for its corner. Below are the setup, round rules, optional scoring and an example 15-minute game.
Get the room ready
Allow about five minutes to prepare. The suggested group size is 6–40 players, but use a number that can hear you and comfortably reach the four corners. You need four numbered sheets and tape, or you can point out and number the corners aloud.
- Number the corners 1, 2, 3 and 4. Keep those numbers the same throughout the game.
- Make room for players to walk between corners; keep chairs and bags out of those routes.
- Preview a question group and choose eight to ten prompts. Have the screen or a printed copy ready.
- Explain that players can walk, show one to four fingers from a seat, or pass.
- Decide whether you will use points. Explain any scoring before the first round.
If the room does not suit a walking game, no-supplies party games include seated choices and gesture games.
Your checkmarks are not saved when you leave.
How to play Four Corners
- Read the question and all four options in corner order. Point toward each corner as you say its number.
- Pause for five seconds so everyone can decide before moving. Repeat any choices people missed, then call “go.”
- Give players about ten seconds to walk to their answer. Allow more time if the group needs it. Seated players show or say their number at the same time.
- Invite one volunteer per occupied corner to give a one-sentence reason. They can decline; you can also skip explanations for a quicker round.
- Read the next question. Players can choose a different corner every round, and anyone who passed can rejoin.
For “Best superpower,” say: “Corner one: flying. Corner two: invisibility. Corner three: super speed. Corner four: talking to animals.” A player who wants to talk to animals goes to corner four, or shows four fingers. Their answer counts the same either way.
The basic game has no points, wrong answers or winner, so there are no ties to resolve. A corner with one player still counts. For other formats where everyone keeps playing, see party games with no elimination.
If you want players to choose the next question, invite a volunteer from the smallest occupied corner. If several corners tie for smallest, start with the lowest numbered tied corner. If nobody there wants to choose, read the next question yourself. This choosing turn does not award points.
Which questions fit your group?
Use the age bands as starting suggestions, then choose questions your players understand and want to answer. The question pack above lists each group separately. “Draw another question” picks from the whole pack, not just one age band; read directly from your chosen group if you need to stay within it. “Print all 75” prints the pack for an offline game.
Ages 5 to 7: familiar choices
The 20 questions cover pets, breakfast, forts, colors and imaginary powers. Try “Best breakfast forever?” with pancakes, cereal, waffles and scrambled eggs in corners 1–4. Point to each corner while reading and repeat the choices before calling go. You can skip reasons and start with a ten-minute game for roughly 6–20 players.
For a quieter two-choice round afterward, Would You Rather questions for kids use familiar experiences and playful imagination. The food question guide keeps snack choices imaginary: nobody needs to taste anything or explain a dietary restriction.
Ages 8 to 10: invite a short reason
These 20 questions include snow days, strange pets, summer trips and superpowers with a catch. Ask which pet they would prefer: a talking dog, a flying cat, a singing fish or a texting hamster. Invite one willing player per corner to explain in one sentence, then move on. Try about 15 minutes for a group of 8–30 players, adjusting to your room and group.
Ages 11 to 13: hobbies and tradeoffs
These 20 questions include skills, school, fictional worlds and choices with downsides. One asks which skill they would master overnight: guitar, coding, drawing or a second language. Players who want points can try predicting the busiest corner using the rules below. Allow about 15 minutes for a suggested group of 8–30. For the next activity, tween party games offer other group formats.
Ages 14 to 17: hypothetical choices
The final 15 questions cover phones, hobbies, future plans and imaginary powers. For example, ask which skill would help most in adulthood: cooking, budgeting, negotiating or fixing things. Preview the choices and skip anything that feels too personal for the group. Try about 15 minutes for 8–40 players only if the space and audibility suit that number.
Would You Rather questions for teens explain optional reasons and avoiding personal pressure. To write a sillier final question, use the situation-based humor in funny Would You Rather questions and supply four distinct answers. The general Would You Rather guide has the two-choice format if the group wants to sit and talk instead.
Two ways to play with points
These are optional house rules. Choose one before starting; do not change the scoring after seeing where players stand. Count seated votes with their chosen corners.
Guess which corner will have the most players
After hearing the options, each player writes a corner number on scrap paper before anyone moves. Once everyone votes, count each corner. A correct prediction earns one point; if several corners tie for most players, predicting any of them earns the point. A player can vote differently from their prediction. No prediction or a passed vote earns no point that round.
Give a point to the smallest corner
Each player in the least crowded occupied corner earns one point. Empty corners do not count. If two or more occupied corners tie for smallest, everyone in those tied corners earns a point. For counts of 6, 3, 3 and 0, the players in corners two and three score. If everyone chooses one corner, everyone there scores.
This gives players a reason to consider a less popular answer; it does not guarantee they will stop following friends. Play eight scored rounds, total each player’s points and share the win if totals tie. A pass earns no point, but nobody is eliminated. Clear scores before playing another set.
An example 15-minute game
This suggested schedule totals 15 minutes, including explanation and practice. Shorten the question set if your group needs longer to move or wants more time to talk.
- 0:00–2:00 · Explain and practice. Show the numbered corners, explain passing and try one practice question.
- 2:00–8:00 · Play five quick rounds. Read the choices, pause, call go and let everyone vote. Skip explanations for these rounds.
- 8:00–13:00 · Play two or three rounds with reasons. Invite one sentence from a volunteer in each occupied corner.
- 13:00–15:00 · Ask one final silly question. Hear a few reasons, total scores if used and finish.
You can finish after eight to ten questions, stop at your agreed time, or end sooner when guests want the next activity. Announce the final question before reading it. For a short game between food, cake or another activity, transition games offer other ways to fill the gap.
Playing with siblings and mixed ages
Start with questions the youngest players understand and read every choice aloud. Older guests can still explain why they prefer a puppy to a pony, or join the optional prediction game. Nobody needs to read quickly to vote.
Keep a seated number vote available throughout, and let guests pass without explaining. The games for a wide age range guide has more ways to adjust reading, movement and roles before play.
Questions about running the game
How is this different from regular Would You Rather?
Regular Would You Rather has two choices. This version has four, with one assigned to each numbered corner. Players walk to an answer or show its number from their seat.
What happens when two corners tie?
In the unscored game, nothing needs settling. In the smallest-corner version, all tied smallest occupied corners earn a point. Empty corners do not count.
What if children follow their friends?
Give everyone five quiet seconds to decide before calling go. You can also try the smallest-corner scoring version, but it does not guarantee independent choices.
How many rounds should we play?
Start with eight to ten questions or about 15 minutes. Finish sooner if players want to move on; agree on another short set if they want to continue.
What if someone stays in the middle?
They can pass without explaining and join the next question. Repeat an option if they did not hear it, or let them show a corner number from their seat.
Does this work with a mixed-age group?
Start with questions the youngest players understand, read all choices aloud and offer a seated number vote. Older players can still give a reason or try the optional prediction game.