A forfeit drawn at random beats a forfeit someone invented
A bet ends, someone has lost, and now you have to come up with the forfeit. It's always the same story: either nobody has an idea, or someone produces one that's far too harsh, or the winner feels obliged to be nice about it. All three ways, the moment deflates.
A wheel settles it in a second. Nobody chooses, so nobody is responsible.
It's also what will get you to accept a forfeit you'd have refused coming from your partner: there's no intent behind it any more, just chance. Seven families spin round, plus a surprise slot that borrows from all the others, and you spin again as often as you like.
What is on the wheel
Each family has its own twenty forfeits, written for a couple and playable in a living room. Nothing repeats until the family runs out.
| The family | What it holds |
|---|---|
| Kiss | Short, affectionate forfeits, from a kiss on the shoulder to an eskimo kiss. The ones that work anywhere, even in company. |
| Massage | Shoulders, hands, neck, feet: two timed minutes that drop the pressure in one go. |
| Show | Sing, dance, impersonate, declaim. The family that is awkward for five seconds and funny for ten minutes. |
| Confess | A question you have to answer properly. This is the family that turns a games night into a real conversation. |
| Silly | Owning the ridiculous: an imposed accent, an animal to impersonate, a piece of clothing inside out for three spins. |
| Photo | Forfeits that leave a trace, from the ugliest possible selfie to a year-old photo you have to recreate exactly. |
| Sweet | Compliments, written notes, a hug that does not let go. The simplest ones, and often the ones you remember. |
How to play the forfeit wheel
There's no rule imposed on you: the wheel is a tool, and you decide what sets it off.
After a lost bet
By far the most common use. Whoever loses spins the wheel and does it, no arguing with the result. It works precisely because they didn't choose it.
At the end of another game
A spin at the end of a quiz or a truth or dare restarts the evening without having to bring out a whole new game.
As a game in its own right
Take it in turns: spin, do the forfeit you drew. Ten rounds is enough for a proper moment, and you won't get the same one twice.
With the right to spin again
Agree on this beforehand: each of you gets one respin per evening, no explanation needed. It removes the only good reason not to play.
Frequently asked questions
How many forfeits are there?
140, split into seven families of twenty. The surprise slot borrows from all seven: it doesn't add forfeits, it just changes how they land.
Do the forfeits repeat?
Not until the family it drew from is empty! Each family reshuffles once its twenty forfeits are out, which leaves plenty for several evenings without ever hitting the same one.
Is it spicy?
No. The wheel is made to be spun anywhere, including in front of friends. The most intimate it gets is a kiss or a massage. For something far more direct, our truth or dare games have a separate deck.
Can more than two people play?
The forfeits are written for a couple, but nothing stops you passing the phone round a group: half of them work as they are, the other half simply assume there's a partner opposite.
Do I need an account?
No, and nothing is stored. The wheel spins in your browser, on a phone or a computer, and the counter resets the moment you reload the page.
A good forfeit makes nobody uncomfortable
The one real risk with a forfeit game is the forfeit that goes too far for one of you. The ones on this wheel are deliberately living-room sized: nothing that asks you to undress, nothing that exposes you in front of others, nothing you'd regret the next morning.
The rest is yours to decide. And that's far better that way!
