What Are The Odds: rules + 50 prompts worth the risk

The purest dare mechanic ever invented: one question, one countdown, two numbers. Nobody makes you do anything. You set your own odds, and then the universe decides. Rules in 30 seconds, then 50 prompts, all forfeit-based, none of them filler.

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How to play: anyone asks anyone "What are the odds you [do the thing]?" The target sets a range based on pure dread: "1 in 15." Count down together, "three, two, one", and both of you say a number from 1 to 15 at the same time.

Same number: they do it. The prompt is the forfeit. Different numbers: nothing happens, and someone else picks a new victim.

The whole psychology: "1 in 2" is a coin flip, which means you basically fancy it. "1 in 100" means absolutely not. Everything in between is negotiation.

The rules, properly

Setting the odds

The target picks any range from 1 in 2 up to 1 in 100. The number is a dread-o-meter and everyone can read it: 1 in 2 means "honestly, fine", 1 in 5 means "persuadable", 1 in 20 means "I'd rather not", 1 in 100 means "no, and stop asking". House rule worth adopting: cap it at 20, or the night stalls while cowards hide behind big numbers.

The countdown

Both players count "three, two, one" out loud and say their number simultaneously. That word is doing all the work. Hesitating gets a redo. Waiting a beat to hear the other number first counts as an automatic match, no appeal, everyone saw it.

The match

Same number and the target does the thing, right now, not "later" and not "next time we're out" (unless the prompt says so). No match and the round simply evaporates. That's the beauty of it: most rounds are free, which is exactly what makes the hits so devastating.

Refusing

You can refuse a matched dare. It costs you: the group picks a replacement forfeit instead, and group-picked is never gentler than the original. Refusing the replacement too means you've stopped playing the game, which the group will remember for years.

The comeback

Optional but recommended: anyone who completes a dare earns a free "what are the odds" at their asker before play moves on. It keeps the askers honest. Nobody fires a 1-in-3 at you if they know one's coming straight back.

Variations

Group odds

For big rooms: one person asks the whole group, everyone sets a shared range, everyone counts down and says a number against the asker. All matchers do the dare together. Excellent for prompt 29.

The rebound

If the target survives, they can immediately fire the exact same dare and odds back at the asker before anyone else speaks. Ask questions you could survive yourself.

Sudden death

Any argument during the night (whose round it is, whose turn to make tea, who started it) can be settled by 1 in 2, winner's version of events becomes official history.

TIER 1 · WARM-UPWhat are the odds you…

Low stakes, quick payoffs. These get the countdown rhythm going and cost nobody their dignity. Well, not much of it.

  1. Speak in a whisper until your next turn.
  2. Do your best impression of someone in this room until we guess who it is.
  3. Eat a teaspoon of the weirdest thing in the fridge door.
  4. Let the group choose your ringtone and keep it, loud, for a week.
  5. Show everyone the last photo in your camera roll, no context allowed.
  6. Show the group your screen time report, worst app first.
  7. Sing everything you say for the next ten minutes.
  8. Talk in an accent until someone breaks and mentions it.
  9. Do ten press-ups right now while the group provides commentary.
  10. Answer to a new name for the rest of the night, chosen by the group.
  11. Keep a straight face for one minute while everyone tries to break you.
  12. Let the person opposite restyle your hair, no mirror until it's done.
  13. Give a wedding-speech-style toast about the person on your left.
  14. Swap one item of clothing with the person opposite.
  15. Text your mum "I've got news" and leave it there for an hour.

TIER 2 · STANDARDWhat are the odds you…

The engine room of the night. Phone-based menace, public performance and light social sabotage.

  1. Let the group send one text from your phone, no edits, no deleting.
  2. Call the third contact in your phone, say "you know what you did", and hang up.
  3. Let the person on your right scroll your camera roll for 30 seconds.
  4. Reply "ok x" to the last person who messaged you, then put the phone face down.
  5. Wear your clothes backwards until the game ends.
  6. Let the group set your phone wallpaper and keep it for a week.
  7. Eat whatever sandwich the group builds from what's in the kitchen.
  8. Voice-note the group chat singing happy birthday to nobody in particular.
  9. Ask your family group chat what time your curfew is tonight.
  10. Speak only in questions until your next turn.
  11. Hold an ice cube in your fist until it has fully melted.
  12. Let the group dress you from the host's wardrobe for the next hour.
  13. Call a mate who isn't here and explain the plot of Shrek with total sincerity.
  14. Do your most committed catwalk to the kitchen and back, twice.
  15. Let the group rewrite your dating app bio, no veto.
  16. Name your actual celebrity crush, top three, ranked, with reasons.
  17. Re-enact the last thing that made you cry, interpretive dance only.
  18. Send your sibling "don't tell mum" and nothing else.
  19. Tell your worst hangover story in 30 seconds flat.
  20. Let the group choose your entire order at the next takeaway, no substitutions.

TIER 3 · ENDGAMEWhat are the odds you…

Reputation-altering. Expect ranges of 1 in 20 and above, and respect them when you hear them.

  1. Read out your last text thread, both sides, with feeling.
  2. Let the group read your Notes app for one full minute.
  3. Text your most recent ex "you up?" and show the room.
  4. Show the room your search history, ten seconds, no scrolling past anything.
  5. Take one bite of a raw onion like it's an apple.
  6. Swap phones, unlocked, with the person opposite for ten minutes.
  7. Attempt the splits, right now, no warm-up.
  8. Tell the story of your worst ever date, names redacted, nothing else redacted.
  9. Call whoever the group picks from your contacts and sing to them until they hang up.
  10. Let the group order one thing to your house on your account, under a tenner.
  11. Give a dramatic reading of your last five sent messages, out of context.
  12. Tell us the last lie you told and who you told it to.
  13. Hand your phone over, open on your DMs, for 20 seconds.
  14. Admit who in this room you'd call first for bail money, and who you'd never tell.
  15. Let the person you trust least in this room send one voice note from your phone.

What Are The Odds FAQ

What are the rules of What Are The Odds?

One player asks another "what are the odds you do X?" The target sets a range, for example 1 in 10. Both count down from three and simultaneously say a number in that range. If the numbers match, the target does the dare. If not, nothing happens and play moves on.

What happens if you say 1 in 2?

It's a coin flip, so saying it is basically consent with a drum roll. Seasoned players use it as a flex: "1 in 2" on a scary dare tells the room you were always going to do it.

Can you refuse a dare after the numbers match?

You can, but the group picks a replacement forfeit instead, and the group has never once picked something gentler. Matching and then doing the thing immediately is always the better story.

What if someone says a number outside the range?

Counts as an instant match. Same for changing your number after hearing theirs. Both are cowardice taxes, and both are enforced with enormous enthusiasm.

Is What Are The Odds a drinking game?

It gets played a hundred ways. This version runs on forfeits: the dare is the whole point, everyone can play, and the prompts stay the star. It also means the game works at a family barbecue, a sleepover or a six-hour airport delay.

Whose turn is it?

There are no turns. Anyone can fire at anyone, whenever. The only rule is one live challenge at a time, because two simultaneous countdowns is how living rooms descend into chaos. Beautiful, beautiful chaos, but still.

Play it right: the odds ARE the consent. The target sets the number, and 1 in 100 is a polite no. Respect the hundred, keep dares in the room or in the group chat, and never aim one at something you know is actually raw. Look after your mates.

177 prompts. Zero mercy.

These 50 are from Antics: the party games app. The full What Are The Odds deck holds 177 prompts that never repeat until you've seen the lot, plus seven more games and 2,000+ cards, all forfeit-based. No ads, no sign-up. Pass the phone. Start scandals.

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