How do you run a Pictionary-style drawing game?
Quick answer: Split the group into teams and show a prompt only to the artist. The artist draws with no letters, numbers, gestures or talking while their team guesses before the timer runs out. In the suggested house rules, a correct answer earns one point. Use 60 seconds for familiar prompts and 90 seconds for hard ones, and give each team the same number of turns. Agree on the rules before the first turn, then pick prompts that suit your guests' ages.
How a basic drawing round works
A Pictionary-style game needs very little preparation. One person draws a secret prompt and their team tries to guess it from the pictures alone. Because the drawing has to carry the whole clue, the usual round rules don't allow letters, numbers, gestures, mouthing or spoken hints.
Here is one round. Show the prompt only to the artist and start the timer. The artist draws while their team calls out guesses. If the team names the prompt before time runs out, they get one point. Then the other team gets a new artist and a new prompt. Each turn, switch teams and choose a different artist so more people get a chance to draw.
These are house rules, not fixed rules. If your group wants something different, such as allowing a pass, agree on it before the first turn and use it for both teams.
- Show the prompt only to the artist.
- Draw only: no letters, numbers, gestures, mouthing or talking.
- The team guesses until time runs out.
- A correct answer earns one point. A missed answer earns nothing, but no points are lost.
- Alternate teams and change artists every turn.
A miss only means no point for that turn. The player stays in the game and keeps their place in the team and artist rotation, so they draw or guess again when their team's next turn comes. Explain this before you start and show one turn. For other games built the same way, see these party games with no elimination.
What supplies do you need?
Quick answer: You need paper and pencils or a whiteboard and markers, plus a timer for timed turns.
Keep the printed list or the screen with the prompt out of the guessers' view. In a larger group, thick markers on a whiteboard or big sheets of paper make each clue easier for everyone to see.
Can the artist use letters or numbers, talk, or act out the answer?
Quick answer: Not under the usual rules. The artist draws without letters, numbers, gestures, mouthing, talking or acting.
Leaving these out makes the drawing do the work. The Christmas carol drawing relay adds one exception: after 30 seconds, the artist may point to objects in the room as a clue. If your group wants to allow something similar, agree on it before play starts.
Setting the timer and deciding how long to play
Choose a time limit that matches the prompts. The suggested limit is 60 seconds for familiar prompts and 90 seconds for hard ones. Whichever you choose, use the same limit for both teams.
Plan the length of the whole game by the number of turns, not only the timer. Choosing prompts and switching artists takes time too.
How long should we play?
Quick answer: For a short game, try two turns per team with a 60-second limit for each drawing, plus time to choose prompts and switch artists.
If everyone should get a turn to draw, agree on more turns before you start so both teams get the same number of chances. With two teams of four, for example, four turns per team lets each player draw once.
How much time should hard prompts get?
Quick answer: The suggested round gives each artist 90 seconds. A group that already plays with 60 seconds can keep the shorter limit.
Hard prompts often need several connected pictures, so the extra time helps. Before you start, agree on one limit for both teams.
How long does a nine-round carol relay take?
Quick answer: At 90 seconds per round, nine rounds take 13 minutes and 30 seconds.
In a 15-minute slot, that leaves 90 seconds for gathering people and changing over. Allow extra time to explain the rules, rotate a slower group, play a tiebreak or run a final for a larger group.
Forming teams and keeping score
At the end, the team with the most points wins. In the hard-prompt rules, a tied score means the teams share the win. Decide how strict you'll be about answers before the first turn, because longer phrases leave room for argument.
How many people can play?
Quick answer: The basic Pictionary words pack is intended for 2 to 20 players.
Two people can take turns drawing and guessing together without competing. A larger group can split into teams, with each team getting the same number of turns.
For a larger group, decide the teams before the first drawing so nobody gets picked last in front of everyone. Prepared assignments or a simple draw both work. This guide to choosing teams without hurt feelings also suggests marking where each team gathers and deciding how a late arrival will join.
Should teams have to guess the whole phrase?
Quick answer: Give the point for the full phrase, but you can accept close wording that describes the same scene.
This matters most for funny or scene prompts, where a team can understand the picture but word it differently. Agree on the standard before play starts so no one feels the rules changed during the game.
Choosing prompts at the right difficulty
The difficulty depends mostly on what the artist has to show. A familiar object is quick to draw; actions, scenes and ideas need more pictures. The hard prompt set is split into four groups, and each calls for a slightly different way of drawing.
For an abstract prompt, draw a person or object first, then show the relationship that creates the idea. For example, for daydream you might draw someone looking out a window with a thought bubble showing a faraway place. For peer pressure, you might show one person hesitating while friends point toward an activity. A clock beside a doorway gives teammates more to work with than unconnected symbols: the clock suggests time and the doorway suggests a way to travel somewhere else. These are possible clues, not required drawings. Add one clue at a time so the team can follow how the pictures fit together.
Actions and scenes work the same way. For assembling furniture, draw the pieces beside a person holding a tool. For a detective following footprints, draw the trail first, then the detective looking where it leads.
If nobody is getting close, choose a more concrete prompt next time. If drawing doesn't suit the group, switch to an acting game such as charades.
- Tricky objects: start with the outline, then add the details that set the object apart.
- Difficult actions: show who is doing what and what makes the action unusual.
- Abstract ideas: connect people, objects and situations so teammates can follow the idea.
- Complicated scenes: draw the main person and setting first, then add the clue that explains what is happening.
What makes a Pictionary word hard?
Quick answer: A hard prompt usually needs several visual clues, or it is an action, scene or idea rather than one familiar object.
The four hard groups let you move between objects, actions, abstract ideas and scenes. Individual prompts may feel easier or harder depending on what your guests recognize, so watch how the first turns go before choosing the next group.
What makes a Pictionary prompt funny?
Quick answer: Funny prompts combine something recognizable with an unexpected action or setting.
The artist can still draw a fair clue while the scene becomes ridiculous. Because the joke is in the situation, close wording may matter here; agree before play whether a team needs the exact phrase.
Can an artist pass a difficult prompt?
Quick answer: If you add it as a house rule, yes. One free pass per turn can keep the game moving.
Put the skipped card at the bottom of the pile, or note the skipped prompt for another artist. The artist picks a replacement while the timer keeps running. Passing doesn't add time or points.
Adapting the game for children, teens and adults
Each prompt set has its own suggested age. The general Pictionary words pack is marked family-clean and best for ages 8 and up, and the funny prompts are also rated best for ages 8 and up, using familiar objects, animals, jobs and actions. The hard prompts are family-clean and best for ages 12 and up. The carol drawing relay is planned for ages 5 and up, adjusted for the children's reading and carol knowledge.
If a child can't read a prompt yet, an adult can read it to them quietly without the guessers hearing. With younger players, start with familiar objects.
Reading the prompt for a child is one way to share jobs across reading abilities. These party games for a mixed-age crowd give children roles such as reader, finder and collector. In their charades game, a helper whispers the prompt to a nonreader, who then mimes it; for this drawing game, keep the no-talking, draw-only rules above.
Can children play with these drawing prompts?
Quick answer: Yes. The general and funny prompt sets are best for ages 8 and up, and an adult can quietly read a card to a younger artist.
Start with quick sketches of familiar objects before trying actions or scenes.
Are the hard prompts suitable for teens?
Quick answer: Yes. The hard collection is family-clean and best for ages 12 and up.
Teens and adults who want a bigger challenge may enjoy the abstract prompts most.
Can younger children play the carol drawing relay?
Quick answer: Plan for ages 5 and up, adjusted for the children's reading and carol knowledge.
For ages 5 to 7 or for children who can't read yet, try the optional picture round without scoring. Both artists see the same bell, star or snowman picture, and their teams name the object within 60 seconds.
Trying the Christmas carol drawing relay
The carol relay is a separate seasonal format with its own setup, so use the full instructions on the Christmas carol drawing relay page when you run it. The basic team rules above don't cover how its runners, relays and tiebreak work.
A few details help you plan. Artists draw carol titles, with no talking, mouthing or acting; after 30 seconds, the artist may point to objects in the room. A set has nine rounds of 90 seconds each, and an unscored picture round is available for younger children.
How many carol cards do I need?
Quick answer: Nine cards cover one nine-round set. The full deck has 24 titles: six easy, eight medium and ten tricky.
Keep the unused cards for the relay's humming tiebreak. If two relays run at the same time, prepare two copies of the same nine titles.
What if nobody guesses the carol in time?
Quick answer: Reveal the title and give no point, then move on to the next card and the next pair of runners.
Keep the round moving so the set fits the time you planned.
Example: a short game for two teams
This is an illustrative example using the suggested short-game rules. Eight guests split into two teams of four. The host picks familiar prompts, sets a 60-second timer and agrees on these rules before the first turn: draw only, the full answer or close wording earns one point, and there is one free pass per turn.
Turn 1: Team A's artist draws a prompt and the team guesses it in time, so they get one point. Turn 2: Team B's artist draws, nobody guesses, the host reveals the answer and the artist explains their clues. Team B gets no point and loses nothing. Turns 3 and 4 use new artists from each team.
That's four turns of up to 60 seconds, or at most 4 minutes of drawing, plus time to choose prompts and change artists. The team with more points after all four turns wins; a tie is a shared win. For everyone to draw once, the host would agree on four turns per team before starting. For a harder second game with teens or adults, switch to hard prompts with 90-second turns.
What to do when nobody guesses, and how to finish
End the game once every team has had the same number of turns, then add up the points. If the game isn't working for the group, switching to a word game or an acting game is a reasonable change.
If you switch to a word game, Scattergories is one option. These Scattergories categories come with their own scoring: a valid answer earns two points if no other player or team wrote the same thing. Start fresh with those rules rather than carrying the drawing points over.
- Choose a prompt set that suits the guests' ages
- Get paper or a whiteboard, something to draw with and a timer
- Keep the prompts out of the guessers' view
- Agree on the time limit, the number of turns, passes and how strict to be about answers
- Alternate teams and change artists each turn
- Give the same number of turns to each team, then total the points
What happens when nobody guesses the prompt?
Quick answer: Reveal the answer and let the artist explain the clues they had in mind. A missed answer earns no point but doesn't cost any points.
Give the team the full time first. Then give the other team a new artist and prompt. If the group gets stuck again, pick a different prompt or an easier group of prompts.
If an easier prompt still doesn't get a correct guess, the prompts may not be the problem. Ending the game without forcing another round is a reasonable choice. This guide on what to do if a party game is not working helps you decide whether to simplify, split the group or stop.