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Twenty Questions requires exactly zero equipment beyond your radio. No boards, no paper, no setup. One person thinks of something and everyone else takes turns asking yes-or-no questions until someone guesses it or the 20 questions run out. It's ideal for nets with multiple check-ins, road trips where you're in different vehicles, or any time you want a quick activity that doesn't require anything but a signal.
Every transmission in 20 Questions is short and structured: one question, one answer. The call-and-response format is natural for radio procedure. It works equally well with two players or a full net of eight people. And because there's nothing to set up or track, you can start a game in under 30 seconds.
The person who is "it" announces the game and category. Players then transmit questions in sequence. If multiple people are playing, the person who is "it" calls on questioners by callsign. Number each question as you ask it so everyone tracks the count.
Starting the game:
"WRYW364, this is WRZX891. I've got one - it's an animal. Question 1, go ahead. Over."
First question:
"WRZX891, this is WRYW364. Question 1: Is it bigger than a dog? Over."
Answer:
"WRYW364, that's affirmative - it is bigger than a dog. Question 2, go ahead. Over."
A negative answer:
"WRYW364, question 3: Is it bigger than a car? Over."
"That's a negative, it is not bigger than a car. Question 4, go ahead. Over."
A guess:
"WRZX891, is it a bear? Over."
"Negative, not a bear. That's question 12 used. Question 13, go ahead. Over."
Correct guess:
"WRZX891, is it a raccoon? Over."
"That's affirmative - it's a raccoon! Nice job. Your turn to be it. Over."
Running out of questions:
"That's 20 questions - nobody got it. The answer was a platypus. WRZX891, back to you if you want another round. Over."
With several stations checked in, the person who is "it" acts as a moderator. After each answer, they call the next station by callsign for their question. Keep the order consistent - either go around the check-in list in order or let people key up and call on whoever keys first. Either way works, just pick one method and stick to it.
On a net, it helps to announce which question number you're on at the start of each answer so everyone tracking can stay in sync: "That's a negative, question 8 used, 12 remaining."
For extra fun on a GMRS or ham radio net, limit subjects to radio and communications topics: radio models, antenna types, FCC regulations, radio personalities, historical events in radio, or specific GMRS channels. This works especially well for educational nets and gives newer operators a reason to learn.
Example subjects for the GMRS variant: a Baofeng UV-5G, the FCC Part 95 rules, a Yagi antenna, a CTCSS tone, a repeater, Channel 20, a duplexer.
Repeater courtesy: If playing on a repeater, keep game sessions to off-peak times and be ready to pause or move to a simplex channel for longer games. Yield immediately to emergency or priority traffic. Identify with your callsign at least every 15 minutes per ยง 95.1751(a).