75 Four Corners Questions by Age

Each question lists corners 1–4 in order. Read from an age group below; the random picker draws from all 75 questions.

Family CleanSuggested question groups from age five through high schoolImaginary choices; optional reasons; no wrong answers
Random question

Draw one when the room is ready

Best pet to bring to school? 1. a puppy; 2. a parrot; 3. a turtle; 4. a pony.

Ages 5 to 7

20 familiar and imaginary choices. Point to each corner as you read.

  1. Best pet to bring to school? 1. a puppy; 2. a parrot; 3. a turtle; 4. a pony.
  2. Best superpower? 1. flying; 2. invisibility; 3. super speed; 4. talking to animals.
  3. Best breakfast forever? 1. pancakes; 2. cereal; 3. waffles; 4. scrambled eggs.
  4. Best place to build a fort? 1. the living room; 2. the backyard; 3. a treehouse; 4. under a bed.
  5. Best way to get to school? 1. a skateboard; 2. a hot air balloon; 3. a giant dog; 4. a rocket.
  6. Best ice cream flavor? 1. chocolate; 2. strawberry; 3. mint chip; 4. cookie dough.
  7. Best dinosaur to keep as a friend? 1. T. rex; 2. triceratops; 3. stegosaurus; 4. pterodactyl.
  8. Best thing to find in your backyard? 1. a slide; 2. a pool; 3. a trampoline; 4. a sandbox.
  9. Best animal to be for one day? 1. a cat; 2. a shark; 3. an eagle; 4. a monkey.
  10. Best snack at a party? 1. pizza; 2. popcorn; 3. cupcakes; 4. chips.
  11. Best color to paint your whole bedroom? 1. bright red; 2. sky blue; 3. neon green; 4. purple.
  12. Best bug to be friends with? 1. a ladybug; 2. a firefly; 3. a butterfly; 4. a beetle.
  13. Best way to spend a rainy day? 1. building blocks; 2. drawing; 3. watching cartoons; 4. splashing outside.
  14. Best hat to wear every day? 1. a crown; 2. a cowboy hat; 3. a helmet; 4. a wizard hat.
  15. Best sandwich? 1. peanut butter and jelly; 2. grilled cheese; 3. turkey; 4. plain butter.
  16. Best thing to ride? 1. a bike; 2. a scooter; 3. a horse; 4. a train.
  17. Best sea creature to meet? 1. a dolphin; 2. an octopus; 3. a sea turtle; 4. a whale.
  18. Best job when you grow up? 1. firefighter; 2. veterinarian; 3. chef; 4. astronaut.
  19. Best cereal shape? 1. circles; 2. squares; 3. stars; 4. letters.
  20. Best noise to make all day? 1. barking; 2. roaring; 3. singing; 4. giggling.

Ages 8 to 10

20 choices for quick votes and optional one-sentence reasons.

  1. Best way to spend a snow day? 1. sledding; 2. a movie marathon; 3. building a snow fort; 4. baking.
  2. Best imaginary vehicle? 1. a submarine; 2. a jet; 3. a time machine; 4. a talking car.
  3. Best school subject to have all day? 1. art; 2. gym; 3. science; 4. recess forever.
  4. Best pizza topping? 1. pepperoni; 2. extra cheese; 3. pineapple; 4. mushrooms.
  5. Best summer week? 1. a beach house; 2. a camping trip; 3. an amusement park; 4. a friend's sleepover.
  6. Best video game character to be? 1. a builder; 2. a racer; 3. a wizard; 4. a ninja.
  7. Best pet with a weird power? 1. a dog that talks; 2. a cat that flies; 3. a fish that sings; 4. a hamster that texts.
  8. Best way to earn ten dollars? 1. walking dogs; 2. raking leaves; 3. a lemonade stand; 4. cleaning the car.
  9. Best birthday party? 1. a pool party; 2. a laser tag party; 3. a sleepover; 4. a backyard campout.
  10. Best superpower with a catch? 1. flying but only at night; 2. invisibility but only barefoot; 3. super strength but only on Tuesdays; 4. mind reading but only for pets.
  11. Best sport to be great at? 1. basketball; 2. soccer; 3. swimming; 4. gymnastics.
  12. Best dessert? 1. brownies; 2. cookies; 3. ice cream sundae; 4. cheesecake.
  13. Best place to live for a year? 1. a castle; 2. a lighthouse; 3. a treehouse; 4. a houseboat.
  14. Best animal sidekick? 1. a wolf; 2. an owl; 3. a bear; 4. a fox.
  15. Best thing to be famous for? 1. a song; 2. an invention; 3. a world record; 4. a movie.
  16. Best way to travel across the country? 1. a train; 2. a road trip; 3. a plane; 4. a bike.
  17. Best thing to have unlimited? 1. pizza; 2. video game time; 3. books; 4. new shoes.
  18. Best weather forever? 1. warm and sunny; 2. snowy; 3. thunderstorms; 4. foggy and cool.
  19. Best power for school? 1. finishing homework instantly; 2. never being tired; 3. always knowing the answer; 4. teleporting to class.
  20. Best emergency snack in a backpack? 1. granola bar; 2. fruit snacks; 3. pretzels; 4. a whole banana.

Ages 11 to 13

20 choices about hobbies, school and imaginary tradeoffs.

  1. Best skill to master overnight? 1. guitar; 2. coding; 3. drawing; 4. a second language.
  2. Best way to spend a free Saturday? 1. friends downtown; 2. gaming at home; 3. a sports game; 4. a long bike ride.
  3. Best phone rule? 1. unlimited but slow; 2. fast but two hours a day; 3. unlimited but parents see everything; 4. no phone but free concert tickets monthly.
  4. Best group project role? 1. the researcher; 2. the writer; 3. the presenter; 4. the person who makes the slides.
  5. Best superpower with a real downside? 1. teleporting but you arrive dizzy; 2. mind reading but you cannot turn it off; 3. super speed but you eat constantly; 4. invisibility but your clothes stay visible.
  6. Best place to be dropped with twenty dollars? 1. a mall; 2. a bookstore; 3. an arcade; 4. a snack aisle.
  7. Best thing to be known for at school? 1. being funny; 2. being fast; 3. being smart; 4. being kind.
  8. Best way to survive a boring class? 1. doodling; 2. daydreaming; 3. taking real notes; 4. counting ceiling tiles.
  9. Best pet upgrade? 1. a dog that never needs walks; 2. a cat that likes you; 3. a bird that does homework; 4. a snake that scares your siblings.
  10. Best fictional world to visit for a week? 1. a wizarding school; 2. a space station; 3. a superhero city; 4. a survival island.
  11. Best trade for one year? 1. no homework; 2. no chores; 3. no early mornings; 4. unlimited snacks.
  12. Best concert seat? 1. front row; 2. backstage; 3. center of the crowd; 4. a quiet balcony with friends.
  13. Best summer job? 1. lifeguard; 2. ice cream shop; 3. dog walker; 4. camp counselor.
  14. Best way to win an argument? 1. better facts; 2. better jokes; 3. staying calm; 4. walking away.
  15. Best thing to find in an old attic? 1. a map; 2. a camera; 3. a locked box; 4. a journal.
  16. Best superpower for sports? 1. perfect aim; 2. endless stamina; 3. instant healing; 4. jumping twice as high.
  17. Best food to never get tired of? 1. tacos; 2. ramen; 3. burgers; 4. sushi.
  18. Best way to be remembered in the yearbook? 1. funniest; 2. most talented; 3. most likely to succeed; 4. best friend to everyone.
  19. Best form of transportation to invent? 1. a jetpack; 2. a personal teleporter; 3. a flying skateboard; 4. a car that drives itself.
  20. Best thing to have a second of? 1. a bedroom; 2. a phone; 3. a best friend; 4. a weekend day.

Ages 14 to 17

15 hypothetical choices. Preview them and skip any that do not suit your group.

  1. Best superpower for real life? 1. reading minds; 2. rewinding five minutes; 3. perfect memory; 4. never needing sleep.
  2. Best tradeoff for a free college ride? 1. any major but no choice of school; 2. any school but a fixed major; 3. four years abroad; 4. two years online then two on campus.
  3. Best way to spend a gap year? 1. working and saving; 2. traveling cheap; 3. learning a trade; 4. volunteering.
  4. Best social media rule? 1. delete everything; 2. keep one app; 3. post only photos; 4. stay but never scroll.
  5. Best guaranteed outcome? 1. a job you love that pays enough; 2. a job you tolerate that pays a lot; 3. total freedom with no income; 4. early retirement with a boring decade first.
  6. Best thing to be objectively best at? 1. an instrument; 2. a sport; 3. a language; 4. a video game.
  7. Best friend group size? 1. two close friends; 2. a group of five; 3. a big loose crowd; 4. one best friend.
  8. Best time period to visit for a month? 1. the 1920s; 2. the 1980s; 3. the year 2200; 4. tomorrow.
  9. Best skill for surviving adulthood? 1. cooking; 2. budgeting; 3. negotiating; 4. fixing things.
  10. Best way to handle a group chat blowing up? 1. mute it; 2. reply to everything; 3. leave quietly; 4. screenshot and ask a friend.
  11. Best trade for a perfect GPA? 1. no free time; 2. no sports; 3. no social life; 4. no sleep.
  12. Best place to live at twenty-five? 1. a big city; 2. a beach town; 3. a mountain town; 4. near your family.
  13. Best superpower for a party? 1. knowing what everyone thinks of you; 2. being invisible for ten minutes; 3. freezing time; 4. undoing anything you said.
  14. Best thing to never worry about again? 1. money; 2. appearance; 3. other people's opinions; 4. the future.
  15. Best way to end a long day? 1. alone with headphones; 2. out with friends; 3. an early bedtime; 4. a movie with family.

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.

How to play Four Corners

  1. Read the question and all four options in corner order. Point toward each corner as you say its number.
  2. Pause for five seconds so everyone can decide before moving. Repeat any choices people missed, then call “go.”
  3. 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.
  4. Invite one volunteer per occupied corner to give a one-sentence reason. They can decline; you can also skip explanations for a quicker round.
  5. 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.

  1. 0:00–2:00 · Explain and practice. Show the numbered corners, explain passing and try one practice question.
  2. 2:00–8:00 · Play five quick rounds. Read the choices, pause, call go and let everyone vote. Skip explanations for these rounds.
  3. 8:00–13:00 · Play two or three rounds with reasons. Invite one sentence from a volunteer in each occupied corner.
  4. 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.

Printable planning help

Pick your age band and start a round

Use the questions and rules to prepare a short group game.