Think of a person, place or thing. Others share a limit of twenty yes-or-no questions to discover it.
Suggested group
2–12
Plan for
A short round; see the steps
Bring
Question counter optional
Set up and play
The answer keeper chooses a concrete person, place or thing and writes it privately.
The group asks yes-or-no questions. Count each question, including a direct answer guess, toward twenty.
Answer consistently; agree in advance how to handle a genuinely unknown fact. Offer simple objects for younger players.
Finish the game
If the group solves it within twenty questions, the successful guesser takes the next turn. Otherwise reveal the answer and change answer keepers.
Your printable materials
Original starter materials below. Print at 100% scale; turn off browser headers and footers. Select Letter or A4. Review the preview before making a batch.
Invite guests to take a turn or pass. Explain the rules before starting, choose materials that suit your group, and offer a seated or read-aloud option when helpful.