When to use it
Use this tool to pick random numbers for games, raffles, giveaways, classroom activities, sampling, statistics exercises or just settling a choice. It can pick one number or many, with or without repeats, as whole numbers or decimals.
How to use it
- Enter the range in From and To.
- Set How many numbers you want, from 1 to 1,000.
- Choose Decimal places: None (whole numbers), 1, 2 or 3.
- Tick No repeats (every number different) and Sort from smallest to largest if needed.
- Or tap a preset: 1–10, 1–100, Dice 1–6 or Lottery 6 of 49.
- Press Generate, then Copy to copy the result.
Worked examples
Picking a raffle winner: you sold tickets numbered 1 to 250. Set From 1, To 250, how many 1, and press Generate. The number shown is the winning ticket. For three prizes, set how many to 3 and tick No repeats, so the same ticket cannot win twice.
Lottery numbers: tap Lottery 6 of 49. The tool picks six different numbers from 1 to 49 and sorts them, for example 9, 11, 24, 26, 47 and 48.
Classroom: with 28 students numbered on the register, generate one number from 1 to 28 to choose who answers next.
Why not just pick a number yourself?
People are poor at being random. When asked for a number from 1 to 10, many choose 7, and we tend to avoid repeats and patterns that real randomness produces all the time. A generator removes that bias, which matters for fair draws, surveys and science experiments.
Tips
- Write down the settings first. For a public draw, announce the range and rules before you press Generate.
- Use No repeats for groups. To split 30 people into teams, generate all 30 numbers without repeats and take them in order.
- Copy the result straight away. Each press of Generate gives new numbers.
- Sort long lists. Sorted numbers are easier to read and check.
Common mistakes
- Asking for more unique numbers than the range holds. You cannot pick 10 different numbers from 1 to 5.
- Thinking some numbers are “due”. Each draw is independent. A number that has not appeared for a while is no more likely next time.
- Forgetting decimals affect the range. From 1 to 2 with one decimal place gives values like 1.3 or 1.9, not just 1 or 2.