How to Decide Who Goes First: 30 Fair Ways (+ a Free Picker)

Thirty ways to pick the first player, from strictly fair to just for fun, plus the official opening rules for 15 games and a free picker you can use right now.

Illustration of a family around a board game, each reaching one finger toward a phone in the middle of the table

The fairest way to decide who goes first is any method that gives every player an equal chance and that nobody at the table can influence: a finger chooser, a die roll, a coin flip or drawing lots. Below are 30 ways to pick the first player, from strictly fair to just for fun, plus the official first-player rules for 15 popular games.

Want the quick fix? Put everyone’s finger on one phone with the free finger chooser and let the countdown decide. For a full turn order (1st, 2nd, 3rd and so on), the Finger Chooser app’s Turn order mode numbers every finger at once.

Who goes first? Try the picker

Type the players (one per line or separated by commas), then tap the button. Every name has the same chance.

What is the fairest way to decide who goes first?

A fair first-player method has three properties: every player has the same chance, nobody can predict or steer the result, and everyone can watch it happen. A die roll, a coin flip, a draw from a hat and a finger chooser all pass that test. “Youngest goes first” passes none of it, because the same player wins every single time.

Fairness is not the only thing that matters. The method also has to be fast, because a group that spends five minutes deciding who starts has lost the mood before the first turn. The quickest fair methods need nothing but what is already on the table: a phone, a die from the game box, or a coin from someone’s pocket.

That is why the list below is split in three. The first ten methods are random and fair every time. The second ten are fun, and fine when the stakes are low. The last ten are the classic rules you will find printed in rulebooks and shouted across kitchen tables; they are predictable, so pair them with a rotation if you play more than one game.

10 random methods (fair every time)

Use one of these whenever going first actually matters, or whenever someone at the table is a sore loser. Nobody can argue with a result they watched happen.

  1. Finger chooserEveryone puts one finger on a phone screen and holds still. After a short countdown, the phone lights up one finger at random. It takes three seconds, needs no props, and nobody can argue with it because every finger has exactly the same chance. Fair every time
  2. Roll a die, highest goes firstEach player rolls one die once. The highest number goes first and play continues clockwise. If two players tie for the top, only those two roll again until one wins. Fair every time
  3. Coin flipOne player calls heads or tails while the coin is in the air. The caller goes first if right, the other player if wrong. For three or four players, run it as a mini tournament: flip in pairs, then flip between the winners. Fair every time
  4. Draw strawsCut one straw, toothpick or strip of paper shorter than the rest and hold them in a fist so the ends look equal. Everyone draws one. The short straw goes first. Flip it to "the short straw goes last" if that suits your group better. Fair every time
  5. High cardShuffle a deck and let each player draw one card. The highest card goes first; aces are high unless you agree otherwise. Ties draw again. This is the rule many card games already use to pick a dealer. Fair every time
  6. Guess the secret numberOne person who is not playing (or the player who agrees to go last) writes down a number from 1 to 100. Everyone else guesses out loud. The closest guess goes first. Ties get a second number. Fair every time
  7. Rock, paper, scissorsTwo players throw on "shoot" and the winner goes first. With a bigger group, play it as a bracket: pairs first, then winners against winners. It feels like a game of skill, but over one round it is close to a coin flip. Fair every timeNo props
  8. Names in a hatWrite every name on a scrap of paper, fold them, and mix them in a hat or bowl. The youngest player (or a non-player) pulls one without looking. Keep pulling to set the full turn order: first pulled goes first, second goes second, and so on. Fair every time
  9. Odds and evensTwo players each pick "odds" or "evens." On the count of three, both show one or two fingers. Add the fingers: if the total is odd, the odds player goes first; if even, the evens player does. Fast, prop-free and fair when both reveal at the same time. Fair every timeNo props
  10. Random name pickerType the names into a picker like the one on this page and tap once. The picker uses the browser’s secure random number generator, so the order you typed the names in makes no difference. Good for groups that are spread around the room or playing online. Fair every time

Method 1 is the one most families settle on once they try it. Everyone keeps a finger on the phone, there is a 3-second countdown, and one finger lights up. The free version on our homepage picks one person; the app also deals teams and a full turn order from the same fingers.

10 fun and creative ways to choose who goes first

These are not strictly fair, and that is the point. They are small games in themselves, good for a party, a sleepover or a Christmas party games night where the laugh matters more than the advantage.

  1. Last one to touch the tableSomeone yells "Last one to touch the table goes first!" and everyone slaps the table. The slowest hand goes first. It rewards the person who was not paying attention, which is exactly why kids love it. Just for funNo props
  2. Most recent birthdayWhoever had a birthday most recently goes first. It is quick, easy to check, and changes from month to month, so the same person does not win it forever. The next-most-recent birthday goes second if you want a full order. Just for funNo props
  3. Who traveled farthestThe player who traveled the farthest to get to the game goes first. It doubles as a small thank-you to the guest who made the biggest effort, and it usually starts a conversation about traffic. Just for funNo props
  4. Thumb warTwo players lock hands, chant "one, two, three, four, I declare a thumb war," and try to pin the other thumb for a count of three. Winner goes first. Run a bracket for bigger groups, or let the winner of the final pick the order. Just for funNo props
  5. Closest to the jarGrab any jar of small things: coins, buttons, dry pasta. Everyone guesses how many are inside, then you count. The closest guess goes first. Keep the jar for next time and nobody can study it in advance. Just for fun
  6. Wearing the most colorsCount the different colors each player is wearing, socks included. The most colorful player goes first. Patterns count for every color in them, which is where the arguments (and the laughs) come from. Just for funNo props
  7. Animal impression voteEach player does a five-second impression of an animal chosen by the player to their left. Everyone points at their favorite at the same time; most votes goes first. You cannot vote for yourself. Just for funNo props
  8. Staring contestTwo players stare at each other without blinking or laughing. First to blink loses, and the winner goes first. Works best as the tiebreaker after another method ends in a draw. Just for funNo props
  9. Silent countdownEveryone closes their eyes and silently counts to 30 at their own pace, raising a hand when they reach it. The host watches. The hand that goes up closest to the real 30 seconds goes first. Just for fun
  10. Alphabet relayPick a category, such as animals or foods. Going around the circle, each player names one that starts with the next letter of the alphabet, A, then B, then C. The first player to get stuck for five seconds goes last; the player who said the most words goes first. Just for funNo props

Can't decide how to decide?

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10 classic rules groups use anyway

Every group has a default. These ten are the most common, and most of them are printed in at least one rulebook. They are quick and need nothing, but each one hands the first turn to the same person again and again, so use them with a rotation or only for the first game of the night.

  1. Youngest player goes firstThe most common house rule in the world, and the one printed in many family board games. It is a kind gesture to the smallest player, but it is not fair over the long run because the same person wins it every time. Rotate who starts the next game. House ruleNo props
  2. Oldest player goes firstThe mirror image of "youngest first," often used when the youngest player is already the strongest at the game. Like all fixed rules, it is predictable, so pair it with "winner goes last next time" to keep things moving. House ruleNo props
  3. Birthday closest to todayThe player whose birthday is nearest to today’s date, coming up or just passed, goes first. Unlike "youngest first," the winner changes through the year, so it feels fairer across many game nights. House ruleNo props
  4. Guest goes first, host goes lastThe host knows the game and the table, so they take the last seat in the order and the newest guest takes the first. Good manners that also balances experience a little. House ruleNo props
  5. Loser of the last game startsWhoever finished last in the previous game goes first in the next one. It softens the sting of losing and spreads the first-player advantage around the table over an evening. House ruleNo props
  6. Winner goes lastThe winner of the previous game moves to the back of the order and everyone else shifts up one spot. Simple to remember and self-correcting, because a strong player never starts two games in a row. House ruleNo props
  7. Rotate clockwise each gameDecide the first player once, by any method on this list, then move the first turn one seat to the left for every new game. Over a full rotation, everyone starts exactly once. House ruleNo props
  8. Whoever set up the game goes lastThe player who unpacked the board and sorted the pieces has already seen everything, so they go last and the player on their left goes first. Flip it to "setter goes first" as a reward if setup was a big job. House ruleNo props
  9. Newest player goes firstThe person playing the game for the first time takes the first turn. Going first is usually the simplest turn, so it is a gentle way to learn, and it keeps the veterans from running away with the opening. House ruleNo props
  10. Alphabetical by first nameOrder the players A to Z by first name and start at the top. Next game, start from the bottom. It is instant and needs nothing, but Aaron will notice he starts more often than Zoe unless you really do reverse it. House ruleNo props

Many games tell you exactly who goes first, and the rule is sometimes a surprise. Here are the standard rules for 15 popular games. Editions differ, so when a note says “classic rules,” check the booklet in your box if it matters.

GameOfficial first-player ruleNote
ChessWhite always moves first. Who plays White is decided by lot: a coin toss, or one player hides a pawn of each color in their fists and the other picks a hand.In club and tournament play the pairings assign colors, and players alternate colors from game to game.
CheckersIn the standard American rules, the player with the dark pieces moves first. Colors are chosen by lot or by agreement.Friendly play often alternates who takes dark in the next game.
BackgammonEach player rolls one die. The higher number goes first and uses both dice, as rolled, for the opening move. A tie means both roll again.
MonopolyEach player rolls both dice. The highest total goes first, and play passes to the left.Editions with a speed die or timer keep the same "highest roll starts" rule.
ScrabbleEach player draws one tile from the bag. The letter closest to A goes first; a blank beats any letter. The tiles go back in the bag before the real draw.
CatanIn the standard rules, everyone rolls both dice and the highest roll places the first settlement. After the snake-order setup, that same player takes the first real turn.Some expansions and scenarios change the setup order; check the booklet.
UnoEach player draws a card; the highest card deals. The player to the dealer’s left plays first.Many families skip the draw and just let the youngest player start.
CribbageBoth players cut the deck. The lower card deals first (ace is low). The non-dealer plays the first card, and the dealer takes the crib.If both cut the same rank, cut again.
DominoesIn the common block and draw games, the player holding the highest double (double-six in a standard set) plays it first. If nobody drew a double, the heaviest tile, the one with the most pips, leads.In Mexican Train the highest double starts the hub and the player to its owner’s left plays first.
SpadesPlayers draw for the first deal; the highest card deals. The player to the dealer’s left bids first and leads the first trick.House rules vary on whether spades can be led on the first trick.
Poker (Texas Hold’em)In a home game, players cut for the first dealer; the highest card takes the button. Before the flop, the player to the left of the big blind acts first; after the flop, the first active player to the dealer’s left acts first.The dealer button moves one seat to the left every hand.
Ticket to RideIn the original Days of Wonder rules, the most experienced traveler goes first, and play continues clockwise.Newer editions and apps often simply pick a starting player at random.
Sorry!In current Hasbro rules the youngest player goes first and play passes to the left. Older editions had players cut the deck for the highest card.
ClueIn the classic rules, whoever plays Miss Scarlett moves first, and play passes to the left.A few newer editions let players roll for the first move instead.
JengaThe player who built the tower goes first. Play then passes to the left, and the game ends when the tower falls.

Notice how often the rule is “roll for it,” “draw for it,” or “youngest.” When the rule says youngest or roll for it, most groups just want something fast and fair; a finger chooser does it in three seconds, with no die to find and no argument about who is youngest when two cousins were born the same month.

How to pick a full turn order (1st, 2nd, 3rd…)

Picking the first player is half the job. For games with four, five or six players, the order of everyone else matters too. Four ways to set it:

  1. Clockwise from the first player. Pick the first player with any random method, then play passes to the left. This is the default rule in most board games and the fastest option. The only unfairness is that the seat to the left of the starter is always second.
  2. Draw names one by one. Put every name in a hat and pull them out in order: first pulled goes first, second goes second, and so on. Every position is random, not just the first.
  3. Roll off, high to low. Everyone rolls a die and you play in order from highest to lowest. Ties re-roll against each other only. With a lot of players this takes a while, so keep it for groups of four or fewer.
  4. Turn order mode in the app. Everyone puts a finger on one phone and the Finger Chooser app numbers every finger in one countdown: 1, 2, 3, 4, 5. It is the hat method without the paper, and it works offline, which makes it handy on a road trip or at the cabin.

For draft-style games where the last player is at a disadvantage, use a snake order: 1-2-3-4 in round one, then 4-3-2-1 in round two. Catan uses exactly this for placing the first two settlements.

Keep it fair

  • Decide the method before the game box opens. Nobody can complain about a rule they agreed to in advance.
  • Random for the first game, rotate after that. Pick the first starter at random, then move the first turn one seat left for each new game.
  • Make the pick visible. Roll on the table, flip in the open, or hold the phone where everyone can see the countdown.

Which method should you use?

Match the method to the moment. If the first turn gives a real advantage, go random. If you are playing six quick rounds of a party game, go fun. If you are teaching a new player, go gentle and let them start.

MethodFairnessNeedsBest for
Finger chooserRandom, equal chanceOne phoneAny group size, three seconds, no props
Die roll, highest firstRandom, equal chanceOne dieBoard games, 2 to 6 players
Coin flipRandom, equal chanceA coinTwo players or a quick bracket
Names in a hatRandom, sets the full orderPaper and a bowlBig groups, classrooms, tournaments
Youngest goes firstFixed, same winner every timeNothingLittle kids, the first game of the night
Rotate each gameFair over a full rotationNothingGame nights with several rounds

Need teams instead of a first player? The random team generator splits a list of names into 2 to 6 even teams in one tap. And once the order is settled and the game is over, keep the group at the table with 200 “most likely to” questions that are clean enough for everyone from the youngest cousin to grandma.

Frequently asked questions

What is the fairest way to decide who goes first?

Any method that gives every player an equal chance and that nobody at the table can steer: a finger chooser, a single die roll, a coin flip, or names drawn from a hat. These are fair because the result is random and everyone can watch it happen. Rules like youngest first are quick but favor the same person every time.

Is youngest goes first a fair rule?

It is kind, but it is not fair over many games, because the same player always starts. If your group likes the tradition, keep it for the first game of the night and then rotate: the player to the left of the last starter goes first in the next game, so everyone gets a turn at going first.

How do I set a turn order for five or more players?

Pick the first player with any random method, then play clockwise from that seat. That is the standard rule in most board games. If you want every position randomized, draw names from a hat one by one, or use the Turn order mode in the Finger Chooser app, which numbers every finger on the screen in one countdown.

Does going first matter in board games?

In some games, yes. Going first means acting before anyone can block you, which is why chess, Scrabble, Catan and many strategy games either compensate later players or insist on a random start. In most party and family games the effect is tiny, so pick whatever is fastest and move on.

Does a finger chooser favor the first finger or the finger in the middle?

No. A finger chooser picks one finger at random, and where you touch, when you touch and how big your finger is make no difference. The free chooser on this site uses the browser's cryptographically secure random number generator, so every finger has exactly the same chance each round.

What if nobody wants to go first?

Reverse the stakes. Use any method on this page to pick who goes last instead, or let the picked player hand the first turn to the player on their left. For games where going first is a disadvantage, rotating the start each game is the fairest long-term fix.