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Forfeit wheel
Twenty-two short forfeits for the player who loses a round: sing, dance, pose or tell a joke, then you are back in the game. None take more than a minute and none are mean.
SpacespinCtrl+Enterspin while typingFfull screen
One entry per line. Add *3 after a name to give it three times the chance.
Winners show up here, newest first.
Colors
Ready-made list. Edit it to make it yours: changes stay on this device, and Reset brings the original back.Open in the main spinner →
When to use a forfeit
Old parlor games often ended with forfeits: the loser handed over a small item, like a hair clip or a button, and had to perform a silly task to win it back. The idea still works. A forfeit gives losing a round a funny ending instead of a sulk.
- Board and card games: the last-place player spins after each game.
- Quiz rounds: three wrong answers in a row and it is forfeit time.
- Knockout games like musical chairs or statues: each player who is out spins on the way out, which keeps them busy and laughing.
Rules that keep forfeits fun
- Agree on the forfeit wheel before the game starts, so nobody feels it was sprung on them.
- The loser spins for themselves. Having someone else spin for you feels like being picked on.
- The forfeit happens once, right away, then the game moves on. Forfeits never stack up.
- Anyone can spin again once per evening if they really dislike what they got.
Make it yours
Delete anything that does not suit your group. Shy kids may prefer the gentle ones (bow to every player, give everyone a compliment) to singing solo. Add family in-jokes too.
If you want penalties that last a whole round, like playing with your other hand, use the punishment wheel instead. Forfeits here are one-and-done.
Questions and answers
What is the difference between a forfeit and a dare?
A dare is something you take on for fun or bragging rights. A forfeit is the price of losing, so it should be lighter and quicker. The dare wheel has more to choose from if your group wants both.
Are these forfeits suitable for young children?
Yes, from about age 4. Walking like a crab, pretending to be a cat and doing frog jumps are things preschoolers do anyway. A grown-up may need to help with the tongue twister.
Should the winner get something too?
It helps. Let the winner choose the next game or where everyone sits. A small reward matches a small forfeit and keeps the mood light.