7 Fair Ways to Decide Who Goes First in Any Game
Ditch the arguments. Here are seven genuinely fair methods for choosing who goes first, and the surprising math behind why some are fairer than others.
Every game group has that moment of hesitation right after the box is opened. Who goes first? It sounds trivial, but in many games the first move is a real advantage, and an unfair start can sour the whole session before it begins. The best methods share three qualities: they are quick, they are transparent, and they give every player an equal chance. Here are seven that deliver, along with a look at why some popular methods are less fair than they seem.
Why Going First Actually Matters
In plenty of games, the opening player enjoys a measurable edge. They claim the best resource, take the uncontested square, or set the tempo. Game designers know this, which is why many modern games include catch-up mechanics or compensation for later players. But when the rules do not balance it for you, the fairness of your selection method carries real weight. Choosing well is not fussiness, it is good sportsmanship.
1. Spin a Wheel
A digital spinner is arguably the fairest quick method available, and it removes any hint of human bias. You enter everyone's name, spin, and the result is genuinely random and visible to all. Because nobody controls the outcome, nobody can argue with it. A who-goes-first wheel also settles second, third, and fourth place in a single spin if you note the order, which is handy for turn-based games.
The transparency is the real advantage here. Everyone watches the same wheel land on the same name, so the result feels earned by chance rather than decided by whoever happened to be holding the dice.
2. Roll the Highest Die
The classic. Everyone rolls a single die and the highest number goes first. It is fast, familiar, and requires nothing you do not already have on the table. The main downside is ties, which force re-rolls and can drag out with larger groups. Still, for three or four players it is hard to beat for simplicity.
3. The Youngest (or Oldest) Player Starts
Many game rulebooks officially suggest the youngest player goes first, often as a gentle nod to including kids. It is instant and needs no props. The catch is obvious: it is not random at all. The same person starts every single time, which gets stale over a long session. Use it as a friendly default, not as your only tool, and consider rotating the advantage each round.
4. Draw Cards or Straws
Have each player draw from a shuffled deck, and the highest card goes first. Drawing straws works the same way with the short straw winning or losing depending on your rule. Both methods feel ceremonial and fair because the shuffle is beyond anyone's control. Just make sure the person holding the straws cannot see the lengths, or the fairness evaporates.
5. Rock, Paper, Scissors
For two players, rock paper scissors is quick and genuinely even. For larger groups it becomes a small tournament, which can actually be fun as a warm-up but takes longer. It also rewards a bit of psychology rather than pure chance, so it is not perfectly random. That is a feature for some groups and a bug for others.
6. Trivia or a Quick Challenge
Ask a trivia question and let the first correct answer earn the opening move, or set a tiny challenge such as naming five fruits in five seconds. This method rewards a skill rather than luck, which some players love and others find unfair. It works best when the challenge is unrelated to the game you are about to play, so it does not compound one person's advantage.
7. Let the Previous Winner Decide
In a series of games across one night, a nice tradition is to let the winner of the last game choose who starts the next, or simply go last as a light handicap. This creates a natural rhythm across the evening and gives losing players a small comeback mechanic. It only works from the second game onward, so pair it with one of the random methods above for the opening round.
The Fairness Ranking
If your only goal is mathematical fairness, where every player has an identical chance every time, the ranking is clear. Random methods win. A wheel spin, a high-die roll, and a card draw all give each player exactly equal odds. Rock paper scissors and trivia introduce skill, so they are fair in a different sense but not equal by chance. And age-based rules are the least random of all, since the outcome never changes.
The fairest method is the one nobody can influence and everybody can see. Transparency matters as much as true randomness.
Avoid These Unfair Traps
- The loudest person decides. Letting whoever speaks first grab the start is the opposite of fair, and it breeds quiet resentment.
- The host always starts. Convenient, but it stacks the advantage in one direction game after game.
- Re-rolling until your friend wins. If you only accept a random result when you like it, it was never random.
Match the Method to the Group
The right approach depends on who is playing. With young children, avoid methods that create losers before the game even starts, and lean toward a neutral spin or a rotating rule so nobody feels singled out. With a competitive adult group where the first move carries real weight, prioritize methods that are provably equal and that nobody can influence, so the fairness is beyond dispute. And for a long night of many games, build in a rotation so the advantage moves around the table rather than favoring the same person again and again. A method that is perfect for a quick family game may be too casual for a high-stakes strategy session, so keep two or three options in your back pocket and choose based on the moment.
Make It Part of the Fun
The decision of who goes first does not have to be a chore you rush through. Handled well, it becomes a tiny ritual that signals the game is about to begin. Whether you roll, draw, or spin, the important thing is that everyone agrees the method is fair before you start. Settle it cleanly, and you protect the friendships at the table while you compete. When you want the quickest and most neutral option, a quick spin of the who-goes-first wheel ends the debate before it begins, and you can get to the part everyone came for: playing.