Pick a number 1-100 with a spin wheel
One to a hundred is the other classic range. This page is a random number generator 1-100 and a wheel of numbers 1-100 in one: a hundred equal slices, one spin and one number. Use it to pick a number between 1 and 100 for a guessing game, a percentage roll, a draw or a classroom activity.
It is free, runs in your browser and needs no account. The wheel opens ready on 1 to 100, so you can press Spin and read your number straight away.
How to spin the wheel from 1 to 100
- Decide what the numbers mean. Percentages, tickets, students, squares or guesses.
- Press Spin. You can also click the wheel or press Ctrl (⌘ on a Mac) plus Enter.
- Read the number in the result window. The Results tab lists every number from your visit, newest first.
- Draw several different numbers by switching on No repeats. Each picked number comes off the wheel until you put them back.
Odds on a hundred-number wheel
Each number has a one-in-a-hundred chance, exactly 1%, on every spin. The number is picked by your browser’s secure random number generator before the wheel moves, and the wheel is then steered to stop on it. The spin is for you to watch and never changes which number wins. The how WheelSpinny picks page explains each step.
A hundred slices are narrow, so the wheel labels every second slice, like the marks on a dial. The result window names the exact number in large text, and the Results tab keeps a plain list, so nothing depends on reading a thin slice.
Roll against a percentage
Each number from 1 to 100 is one percent, so the wheel can stand in for a percentage roll. If an event has a 30% chance, treat a spin of 30 or below as a success. If a character in a tabletop game has a 65% chance to succeed, a spin of 65 or below is a success.
It also makes probability concrete for students. Ask what the chance of a spin below 25 would be, then spin forty times and see how close the tally is. It will rarely be exactly ten, which makes a good starting point for a talk about luck and long-run averages.
Higher-or-lower guessing games
The best-known game for this range is higher or lower. One person spins and keeps the number secret, and the others guess. A random guess is right one time in a hundred, but a player who always guesses the middle of what remains will find any number in seven guesses or fewer, because seven halvings cover up to 128 numbers.
Teach the method by playing it. Start at 50, then 25 or 75, then halve again. Children often discover the strategy themselves after a few rounds.
More ways to use a number between 1 and 100
- A hundred chart. Pick a number on a hundred square for a counting or maths warm-up.
- The 100th day of school. Choose a number for an activity, like drawing that many dots.
- Prize draws. Sell tickets 1 to 100 and draw winners with No repeats on.
- Spreadsheet checks. Pick rows to audit from a hundred-line list. Copy the Results tab and paste it into a column.
- Large classes and events. Number the register and spin to call on a student.
- Round tens only. In the general random number generator, a step of 10 gives 10, 20, 30 up to 100.
Other ways to pick from a hundred
For a draw with names and a winner log, the raffle generator is a good fit. To put words on the wheel, use the random name picker, and to shuffle a whole list in one click, use the list randomizer. Need a smaller or bigger wheel? Try 1 to 50 or 1 to 200.
You can change the range on this page by editing From and To, or open the general random number generator to count in steps or leave numbers out.
Hundred charts and the 100th day
Teachers know 100 as the end of the hundred chart and the 100th day of school. A wheel of numbers makes both more playful. Spin a number, find it on the chart, and ask pupils to name the number above, below and either side. Spin twice and ask which number is larger, or how far apart the two are.
On the 100th day, spin for a number and let the class do that many jumps, claps or drawings. Because the result is announced in text and shown in large type, everyone can see it from their seat.
Make a game of the Results tab
After a few spins, look at the Results tab with a group and ask what they notice. Some numbers will have come up twice, and many will not have appeared at all. That is how random picks look in a short run, and it is why a hundred-number wheel can be a friendly way to introduce chance and variation.
Good to know
- The wheel holds the numbers 1 to 100, with both ends included.
- Your range and settings are saved in your own browser, and the Results tab lasts until you close or reload the page. Nothing is sent to a server.
- It works on phones, tablets and desktop browsers, and with a keyboard. The result is announced to screen readers.
- A device set to reduce motion skips the long spin.
- It is for games and informal draws, not for regulated lotteries or security.