The rules library from Jaques of London · Makers of fine games since 1795
GAMESRules
By Jaques of London
Est. 1795
Games RulesParlour Games › What's My Line

How to Play What's My Line

The quick answer: One player secretly adopts an occupation or character; the other players take turns asking yes-or-no questions to deduce what it is. The questioners win if they identify the line within the agreed question limit; the mystery player wins if they stump the panel.

What's My Line is a spoken parlour game in which one player keeps a secret occupation, role, or identity while everyone else asks yes-or-no questions to work out what it is. It demands clear thinking, careful questioning, and a straight face, and it rewards players who listen closely to every answer already given before they ask the next question.

The game travels well because it needs no equipment whatsoever and scales from a small family gathering to a large party. It is equally at home around a kitchen table after dinner, on a long car journey, or as an icebreaker with a group of adults who do not know each other well.

Players4-20
Ages8+
Time20-45 minutes
EquipmentNo equipment required; optional: pen and paper for scoring across multiple rounds

A little history

The parlour game of guessing an occupation through yes-or-no questions has been played informally for well over a century, though its precise origins are unclear. It gained widespread public recognition in the mid-twentieth century when television programmes of the same name aired in the United States and the United Kingdom, popularising the panel-and-questioner format. The domestic parlour version predates those broadcasts and has traditionally been played without any formal written rules, passed on by word of mouth at family gatherings.

Setting up

  1. Players sit in a circle or around a table so everyone can see and hear each other clearly.
  2. Agree before the first round on the category of secret identities to be used: real occupations only, any occupation including fictional ones, famous people, or any person or character the group decides.
  3. Agree on the question limit for each round. Twenty questions is the traditional ceiling, though groups may set any number they like.
  4. Agree on how many rounds will be played and whether a points system will be used.
  5. Choose the first mystery player by any fair method. That player thinks of their secret line and keeps it strictly to themselves.

How to play

  1. The mystery player announces that they have their line ready. They do not reveal it.
  2. The questioners take turns in order around the group. Each turn consists of one yes-or-no question directed at the mystery player.
  3. The mystery player must answer every question honestly with 'yes', 'no', or 'I'm not sure how to answer that' if the question genuinely cannot be resolved as yes or no.
  4. If the mystery player answers 'I'm not sure how to answer that', that question does not count toward the question limit and the same questioner may rephrase and ask again.
  5. Any questioner may attempt a direct guess at any point during their turn instead of asking a question. A guess counts as that player's question for the round regardless of whether it is correct.
  6. If a direct guess is correct, the round ends immediately. The questioners win that round.
  7. If the agreed question limit is reached without a correct guess, the mystery player reveals their line and wins that round.
  8. The mystery player role passes to the next player clockwise and a new round begins.
  9. Play continues for the agreed number of rounds.

Winning and scoring

If playing casually without scoring, rounds are simply won by either the mystery player or the group, and the role rotates. For a competitive session, award one point to the mystery player for every round they survive without being identified, and one point to the questioner who makes the correct guess. If no questioner guesses correctly, the mystery player scores two points. The player with the most points after all rounds have been played wins the game.

The fine points

The most common dispute concerns questions that are technically yes-or-no but are so broad as to be unfair in one direction. Questions such as 'Is it a job that most people would recognise?' are usually ruled acceptable, while questions that are effectively guesses disguised as questions, such as 'Is it a nurse?', should be treated as direct guesses and counted accordingly. If the group is uncertain, the mystery player decides whether to treat a question as a guess, and that ruling stands.

A second recurring issue is the mystery player pleading ignorance to avoid giving a damaging answer. The rule is clear: the mystery player must know enough about their chosen line to answer honestly. If they chose something they cannot properly describe, they should have chosen something else, and the group may rule that round void and replay it without penalty. Equally, if a questioner's question contains a factual error, the mystery player answers based on what the questioner clearly meant, not on a technicality.

How to win more often

Variations

Famous People

Instead of an occupation, the mystery player adopts the identity of a real or fictional famous person. All other rules remain identical. This variant works well with older children and adults who share a broad frame of cultural reference, and it tends to produce longer, more difficult rounds.

Silent Panel

The questioners may not speak aloud at any point. They write their questions on slips of paper and pass them to a nominated reader who reads each question to the mystery player. This slows the game considerably and suits smaller groups who want a more contemplative round.

Team Play

Divide players into two teams. One team supplies the mystery player each round while the other team questions collectively, allowed to confer quietly before each question is put. Teams alternate the mystery player role each round. Points are scored per team rather than per individual, making the game more cooperative within each side.

Shrinking Limit

Start round one with twenty questions allowed. Each subsequent round the limit drops by two, so round two has eighteen questions, round three has sixteen, and so on. This creates increasing pressure as the game progresses and rewards mystery players who keep their lines genuinely obscure without being unfair.

What's My Line: frequently asked questions

Does the mystery player have to choose a real occupation, or can they use fictional ones?

That is decided before the game starts. Real occupations only is the traditional format, but most groups also allow fictional or historical characters once everyone agrees on the category.

What happens if the mystery player accidentally gives a wrong answer?

If the error is noticed immediately, the mystery player corrects themselves and the question is replayed. If the round has progressed significantly on the basis of a wrong answer, the group may vote to void the round and replay it.

Can a questioner ask a follow-up to the same question?

No. Each player gets one question per turn. A follow-up counts as the next turn's question when it comes around again.

What is the minimum number of players needed?

The game works with as few as four: one mystery player and three questioners. Below four, the questioning panel is too small to generate enough variety of questions to make the game interesting.

Is twenty questions a hard rule or just a guideline?

It is a traditional guideline, not a fixed rule. Groups are free to set any limit they like. Ten questions makes the game very hard; thirty makes it easier and better suited to younger children.

What if the mystery player chooses something so obscure that no reasonable question could reach it?

The game works best when the mystery player chooses something genuine and within the shared knowledge of the group. If a line is ruled unreasonably obscure after the reveal, the group may declare that round void and replay it.

How do you handle players who accidentally give away clues in the way they phrase a question?

There is no penalty. The mystery player simply answers yes or no and the round continues. Questioners should frame questions carefully, but an inadvertent clue stands.

Is this game suitable for children, and from what age?

Most children manage the yes-or-no questioning format comfortably from around age eight. Younger children can join in if the category is kept simple, such as animals rather than occupations, and the question limit is generous.

More Parlour Games to master