Truth or Dare Cards
Whose turn it is, on screen. Flip a card, do it, pass the phone — three cleanliness levels and a proper finish.
No download · no sign-up · works offline once loaded
Who is playing?
You need at least 2 people to start
Names and progress stay in your own browser
How to play
- Add everyone playing: Type each name into the roster, anywhere from 2 to 12 people. Repeated names get a small ①② tag so they stay separate seats, or just hit the two-player quick start and skip ahead.
- Pick the level and the boundaries: Choose by who is in the room: Clean for colleagues and relatives, Friends for people you are comfortable with, Bold for a late-night round. Pick 2, 3 or 5 turns each, then set the three switches for standing up, using props and physical contact.
- Flip, do it, pass the phone: The name at the top is whose turn it is. Tap Truth or Dare, read the card out to the room, then tap Did it or Fold. Two swap tickets per person let you change a card with no questions asked. When everyone has had their turns, you get the recap.
Rules & variants
The seating order is shuffled at the start, so the first person to type a name is not automatically first to play. From there the order loops, and everyone gets a turn before anyone gets a second one — no one can end up on the spot all evening.
A turn has exactly three beats. You choose Truth or Dare yourself, the app never chooses for you. The card is flipped and read out loud. Then you pick one of Did it, Fold or Swap. Only the first two move the turn on; a swap keeps you in the chair.
Everyone gets two swap tickets per round. Swapping needs no explanation, costs nothing and carries no penalty, though the discarded card still shows up in the recap. Once the tickets are gone you can still fold, and folding is never followed by a question or a forfeit. There is deliberately no group-decides-your-punishment vote and no truth you are forbidden to skip.
Levels are described by who is in the room rather than by heat rating. Clean has no intimate topics, no touching and no comments on anyone's appearance. Friends opens up embarrassing stories, crushes and light roasting. Bold is for a late-night group that knows each other. The three decks never overlap, so switching level gives you an entirely fresh set. No level contains a drinking instruction, a dangerous stunt or anything permanent such as haircuts or tattoos.
Cards are also staged across the round. The first turn everyone gets a warm-up, the middle turns carry the main content, and the final turn is the heavier closing question or the more memorable dare. A round has a shape instead of one flat intensity.
About repeats, precisely: within a level and a type, a card leaves the deck the moment it is drawn and cannot come back until that deck is empty. If a deck does run dry the game says so — reshuffling this level — before it carries on. Each level holds 40 truths, and 34 to 39 dares once the default boundaries switch off props and physical contact. With up to eight people at three turns each the worst case is five cards per player — three turns plus two swap tickets — so a deck only runs dry if everyone picks dare every single turn and spends every ticket on dares too; in normal play you will not see a reshuffle. Play again with the same group and the deck keeps subtracting whatever you already saw today.
The recap is a record, not a scoreboard. You get a completion rate, a scrollable timeline of who drew what and how it went, and four titles: Boldest for the most dares completed, Confessor for the most truths (never the same person as Boldest), Swap Master for the most tickets spent with ties all shown, and Clean Sweep for anyone who never folded. There is intentionally no title for folding the most.
Variants and house rules: pick 2, 3 or 5 turns each — go with 2 for a big group. Each dare card can start a 15, 30 or 60 second countdown, off by default and best left off for an icebreaker. Three ready-made house rules are worth trying: one swap ticket instead of two, every dare on a 30 second clock, or an all-truth final round. Two players use exactly the same rules, no separate mode.
Practical tips: when unsure, start on Clean — ending a round early to raise the level is far cheaper than a question you cannot walk back. Save your swap tickets for the closing round, where the heaviest cards live. With ten or more people drop to two turns each, otherwise a round runs past half an hour and the energy goes with it.
A worked example with four players, three turns each and the Friends level: twelve turns in total. Player one completes two truths and a dare. Player two swaps once and folds once. Player three swaps once and never folds. Player four folds once. The recap gives Boldest and Clean Sweep to player one, Confessor and Clean Sweep to player three, Swap Master jointly to players two and three, a completion rate of 10 out of 12, and fourteen cards flipped in total.
FAQ
For entertainment only · any card can be refused · know your limits and skip anything unsafe
Last updated: 2026-08-21 · Saved on this device only

