Christmas Carol Drawing Relay: Rules and 24 Prompts

Two teams race to identify Christmas carols while their runners draw clues. Use the rules, 24-card prompt list, and a 60-second clock to run the relay. Plan for ages 5+ and 6–24 guests, with the adjustments below for younger children and larger groups. Nine scored rounds take 13 minutes 30 seconds of round time; a 15-minute slot leaves 90 seconds for gathering and transitions. Allow extra time to explain the rules or settle a tie.

How to Play the Christmas Carol Drawing Relay

For 6–12 guests, make two even teams of three to six and give each one a drawing pad and marker. For 13–24 guests, use the larger-group setup below. The host keeps the carol cards, a timer and a score sheet. Write each team’s runner order before starting; go through the whole list before anyone draws again. If team sizes differ by one, the smaller team starts its list again when it reaches the end.

Choose nine titles the group is likely to know and keep unused cards for a tiebreak. Each round, one runner from each team comes to the host, who shows both runners the same title. When the host says go, they return to their teams. Start the 60-second timer once both runners reach their pads; they draw while teammates call out guesses.

The runner may draw but cannot write letters or numbers, mouth words, talk, or act out the title. After 30 seconds, a stuck artist may point to objects in the room as a clue. The first team to name the carol correctly earns one point and ends the round. If time runs out first, reveal the title and give no point. Rotate to the next pair of runners and use a new card.

For disputed guesses, use this house rule: the host accepts a clearly recognizable version of the title. If the host cannot tell which team answered first, give neither team a point and move on. If an artist breaks a drawing rule, that team cannot score on that card; the other team may keep guessing until the timer ends.

For a simple setup, post the runner order and score where both teams can see them. Keep spare paper at each station. The host can read the rules once before the first round, then show the card and start the clock. If guests want another print-and-play guessing activity at the table, try Christmas word games in one pack.

Score the Rounds and Settle a Tie

Use this as a sample timing plan. It gives each round 20 seconds for briefing, 60 seconds to draw and guess, and 10 seconds to score and rotate. The durations add to 90 seconds per round; nine rounds take 13 minutes 30 seconds. That leaves 90 seconds within a 15-minute slot for the group to gather or for a transition. Actual play may take longer.

  1. Brief the runners — 20 seconds: Show both runners the same card and remind them of the drawing rules.
  2. Draw and guess — 60 seconds: Start the timer when the runners reach their pads. At 30 seconds, allow the pointing rescue if needed.
  3. Score and rotate — 10 seconds: Award one point for a correct guess, reveal an unguessed title without awarding a point, then call the next runners.

Add the points after nine rounds; the higher score wins. A nine-round set can still tie if some rounds score no points. To settle a tie, use a humming round: one person hums a carol and both teams guess. For a fair setup, have the host hum an unused title, without words or gestures, for up to 60 seconds. The first team to name it wins. If nobody guesses or the host cannot separate simultaneous answers, try one more unused title, then declare a shared win if the tie remains. These limits are an optional house rule; allow time beyond the nine-round schedule for them.

For guests taking a break from the relay, Christmas picture bingo to print explains a seated game where a caller says and shows each picture.

24 Christmas Carol Drawing Prompts

Cut the titles into separate cards and sort them by difficulty before guests arrive. Start younger or less confident drawers with the easy pile; save trickier titles for players who want more of a challenge. Both teams draw the same title each round.

Easy

  • Jingle Bells
  • Rudolph the Red-Nosed Reindeer
  • Frosty the Snowman
  • Silent Night
  • Santa Claus Is Coming to Town
  • We Wish You a Merry Christmas

Medium

  • Deck the Halls
  • The Twelve Days of Christmas
  • Up on the Housetop
  • Jolly Old Saint Nicholas
  • Away in a Manger
  • Little Drummer Boy
  • Here Comes Santa Claus
  • O Christmas Tree

Tricky

  • Do You Hear What I Hear?
  • Rockin’ Around the Christmas Tree
  • Angels We Have Heard on High
  • We Three Kings
  • O Come, All Ye Faithful
  • Hark! The Herald Angels Sing
  • Joy to the World
  • White Christmas
  • Go Tell It on the Mountain
  • Feliz Navidad

If you want a separate craft activity, the Christmas paper puppet craft kit includes lunch-bag puppet builds and a show. Set out its supplies separately and allow time for glue to dry.

Adjust the Game for Age and Group Size

Teams of three to six give guests chances to draw or guess across several turns. For ages 5–7 or children who are not reading carol titles yet, try an unscored picture round: draw a bell, star or snowman on each card, show both artists the same picture, and let their teams name the object. Keep the 60-second clock and rotate artists after each round. This optional adaptation uses object guesses rather than carol titles.

For a mixed-age group, start with easy titles and keep the pointing clue available. When both artists want a harder round, show them the same tricky title. Agree on any optional changes before the round starts:

  • Five-stroke round: Use an easy title and a 45-second clock. Each artist gets five marker strokes, with no erasing; lifting the marker ends a stroke. The first correct guess earns two points. If nobody guesses, award no points. Rotate artists as usual.
  • Draw-and-pass round: Give each team a large sheet. Choose two artists per team and keep the other teammates as guessers for this round. Show the title only to the artists; they alternate drawing every 15 seconds and cannot guess. Rotate those roles on the next card. Pass the marker to the next artist every 15 seconds while teammates guess; artists stay silent and follow the usual drawing rules. The first correct guess within 60 seconds earns one point; otherwise award no points. The 30-second pointing clue remains available.

For 13–24 guests, split into four teams of three to six and pair them into two relays. This is especially useful above 16 guests. Each relay needs its own host, timer, score sheet and two drawing stations; prepare two copies of the nine-card selection. Run nine rounds in each relay and settle any ties before the two winning teams meet for one final drawing round. If the final scores no point, use the humming tiebreak. Allow extra time for the final and any ties.

If you want a non-drawing option for children who do not read the titles, Christmas acting cards for families include simple actions and a buddy who can whisper the prompt and help act for the first ten seconds.

Games to Play After the Relay

To fit the relay into a longer gathering, Christmas party games for families includes a sample two-hour schedule and advice on reading levels, room and timing. Before switching to a movement game, see the space and waiting-turn guidance in relay race games. If guests are ready to sit down, Christmas matching cards has partner-pair memory rules, while the roll and build a Christmas tree game uses dice to add paper pieces and color ornaments.

If everyone has brought a wrapped gift, the dice gift exchange game provides a roll chart for passing, swapping and unwrapping. To keep guessing with the same teams, Fishbowl with kids reuses prompts across describing, one-word and acting rounds. For a silent acting game, charades ideas helps you choose prompts and let players pass.

For a bigger gathering, the large group party games guide covers play space, waiting turns and short team rounds. The easy party games guide discusses simple setup and activities for gaps in the schedule, and team party games covers team setup and seated fillers. Before adding rewards, use the setup advice in party game prizes to think about where guests will wait. The Party Games hub links to more games by age and party needs.

Christmas Carol Drawing Relay Questions

Can younger children play the carol drawing relay?

Plan for ages 5+, adjusting for the children’s reading and carol knowledge. For ages 5–7 or non-readers, try the optional unscored picture round: both artists see the same bell, star or snowman picture, and their teams name the object within 60 seconds.

What if nobody guesses the carol in time?

Reveal the title and award no point. Move on to the next card and runner pair.

How many carol cards do I need?

The deck has 24 titles: six easy, eight medium, and ten tricky. Nine cards cover one nine-round set. Keep unused cards for the humming tiebreak; for two relays running at once, prepare two copies of the same nine titles.

Can the artist talk or act out the title?

No. The artist draws without letters, numbers, mouthing, talking, or acting. After 30 seconds, the artist may point to objects in the room as a clue.

How long does nine rounds take?

At 90 seconds per round, nine rounds take 13 minutes and 30 seconds. A 15-minute slot leaves 90 seconds for gathering and transitions. Allow extra time to explain the rules, rotate a slower group, play a tiebreak or run a larger-group final.

Printable planning help

Run the Relay

Rules, a timed example, prompt deck, scoring, tiebreaks, age and group-size adjustments.