Two wheels work better than one
The usual way to play is to spin once for the category and then have someone read a prompt. You can do both here: spin this wheel to get Truth or Dare, then replace the entries with your group’s actual questions and spin again. The second spin is where a wheel earns its place, because it stops the same person choosing every prompt.
Keeping it playable
Two slices that most groups forget to include are “Player’s choice” and “Skip”, both on the default wheel. A game with no exit tends to end badly, and an easy out keeps people in it longer. Delete them if your group would rather not have them.
Picking who goes next
Going round the circle in order is predictable, and predictable is when people start planning their answer instead of listening. Load everyone's names onto the wheel between rounds and spin for the next player — it keeps attention up and stops the same two people dominating.
Reading the room before you start
The failure mode of this game is not a boring dare, it is a prompt that lands wrong with one person in the group. A wheel makes that worse, not better, because nobody chose it and so nobody feels responsible for it.
The fix is to agree the list before the first spin and let anyone veto a line without explaining why. Two minutes of editing up front is what keeps the game going.
Frequently asked questions
Can I write my own truths and dares?
Yes — replace the list entirely. Each line becomes a slice.
Are the odds even between truth and dare?
On the default wheel there are three of each plus two extras, so truth and dare are equally likely. Add or remove lines to change that.
How many prompts should be on the wheel?
Enough that repeats are rare — fifteen or twenty for an evening. With "Remove the winner after each spin" you get no repeats at all until the list runs out.
Can I run it on a phone?
Yes. The wheel and the spin button both fit above the fold on a phone screen, and the whole thing works by tap.