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Seldom

TRIVIA

Imagine one hundred people were asked: name the valid answer almost none of them would give. Scores run from 100, Obvious, down to 0, a perfect Seldom.

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Seldom

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At a glance

Platforms
Web
Attempts
5
Archive
Free archive

What is Seldom?

Seldom returns the survey principle. It's not about finding what everyone would answer but what almost nobody would answer, while remaining valid. The day's prompt takes the form of a "Name a...", and beneath it two lines remind the rule: imagine that one hundred people were asked, find the rarest answer, the lower the score the better. The whole idea is in the left column: a vertical thermometer graduated from 100 at the top, labeled Obvious, to 0 at the bottom, labeled Seldom. The tutorial uses a fruit example to show the scale: apple is worth 95, kiwi 32, lychee 5, rambutan 0, and this zero has a name, a Seldom. On the right, five numbered lines wait to be filled, with a single field, a GO button and a Hint button that shows its remaining stock. New question each day at midnight UTC.

How to play

  1. Read the day's prompt, a "Name a...", and the reminder just below: out of one hundred people asked, aim for the answer that the fewest would have given.
  2. Type an answer in the field, which indicates which of the five slots you're on, then submit with GO.
  3. Look at the left-hand thermometer, graduated from Obvious at the top to Seldom at the bottom.
  4. Repeat up to five proposals, spending hints from the Hint button if needed; its label shows how many remain.

Why play Seldom?

The pleasure of Seldom comes from a reversal that's very simple to state and very hard to play: you usually look for the right answer, but here you must find the right answer nobody wants. The thermometer graduated from Obvious to Seldom makes that mental exercise readable at a glance, and the fact that the score is a frequency, not a judgment, gives the game an honest feel: you're not graded on your knowledge but on your ability to step outside the collective reflex. Five proposals, two hints in reserve, and one one-line question per day: the format is short enough to play over coffee, and tricky enough to stick in your mind afterward.

Reading the feedback

Each answer is scored on a scale from 100 to 0, and that score has a very concrete meaning: it's the number of people, out of one hundred, who would have given that answer. The game's tutorial quantifies the fruit example: 95 for apple, 32 for kiwi, 5 for lychee, 0 for rambutan. Zero is the perfect score and gives the game its name. The left-hand thermometer serves as a permanent dashboard, with Obvious and 100 at its summit, Seldom and 0 at its base.

Modes

Question of the Day
One prompt per day, the same for everyone, reset at midnight UTC as noted in the footer.
Archive
An Archive link in the footer that opens past questions.

Tips & strategy

  • Rare does not mean absurd. The tutorial picks rambutan, a perfectly real fruit that nobody spontaneously names: that's exactly the zone to aim for, an acceptable answer that nobody remembers, not an invented word.
  • The Hint button shows its stock in parentheses, two at the start. It's a visible, limited resource to save for when the five lines begin to fill up without reaching low scores.
  • The thermometer is a frequency scale, not a difficulty scale: a very obscure answer that is often cited in the context of the question will move toward Obvious. Seek rarity in usage, not rarity in knowledge.

Popular questions

Is a low score good or bad?

Low is better. The score represents the number of people out of one hundred who would have given the same answer, and the home screen states the rule: "Lower scores are better."

What exactly is a Seldom?

A response scored 0 is one that no one in the sample of one hundred would have given. The tutorial presents it as the pinnacle of the exercise.

When does the question change?

Each day at midnight UTC, as stated in the footer.

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