How to Play Pictionary Game Rules Guide
Learn how to play Pictionary game rules guide in simple steps.
Find out about Pictionary
Players: 3 to 16 | Game duration from: 85 mins | Game Complexity:
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What is the goal of Pictionary?
The objective of Pictionary is to identify as many words as possible through sketched clues in order to advance to the Finish square and from there, correctly identify the final word.
Pictionary Game Setup
Remove the category cards from the Adult Card Deck and place it in a Card Box. Place the Junior Card Deck in the other Card Box.
Ensure easy access to Card Boxes and Sand Timer.
Divide into equal teams (maximum of four teams). Play is faster and more exciting with fewer teams, and more players per team.
Each team gets a pencil, category card and a colored playing mover (placed on the Start Square).
Each team chooses a player to be the Picturist who will draw the first word.
The die is rolled to determine the order of play. The highest rolling team starts.
There are five different categories in Pictionary. These relate to the coloured squares on the board.
Blue: Person/Place/Animal (Names are included)
Green: Difficult (Challenging words)
Red: Miscellaneous (Any type of words)
Step by Step How to Play Pictionary Game Rules
This section outline the steps on how to play Pictionary.
Play first word from yellow category
The Start space is a yellow square. Thus, first word played is from the yellow category. The die is NOT rolled to start.The starting team’s Picturist takes a card from the top of the appropriate card deck (if a team has young children, always use the Junior Card Deck). Picturist secretly looks at the word to be played.
Turn timer over and Picturist sketches clues
Start the timer by turning it over. The Picturist has one minute to sketch clues to their team. Sketching and guessing continues until the word is identified, or the time is up.
Team continues to play if guess is correct
If team guesses correctly, they continue to play by rolling the die and moving the number of squares shown and choosing a new Picturist (changes each time a team sketches a new word). Take a new card from the appropriate card deck and sketch the word matching the colored square that they landed on. Team continues to roll die, sketch and guess words as long as they keep guessing the words correctly.
Play passes to left team if current team is unable to identify the word
If current team is not able to identify the word within the time limit, the die is passed to the left team. The team receiving the die begins its turn by taking a new card from the top of the pack, NOT by a roll of the die. The word matching the color of the square on which the team’s cube is on is the word to be played. The timer is turned over and a new turn begins.
The ONLY time the die is rolled to advance a cube is when a word is identified within the one-minute time limit, or a team is first to identify the word in any ALL PLAY situation (see the ALL PLAY section).
A team must occupy a square for as long as it does not identify the given word. More than one playing mover can occupy the same square at the same time.
When a team lands on an ALL PLAY square
When landing on an ALL PLAY square, ALL teams guess the clue AT THE SAME TIME. Once the card is drawn from the appropriate card deck, show the word card to the Picturists on each team.
In the Adult Card Deck, Picturists will draw the CATEGORY clue that corresponds to the color of the All Play Square.
In the Junior Card Deck, the Picturists will announce the category aloud, and then draw the clue in the BAR that corresponds to the color of the All Play Square.
The timer is turned over and all Picturists sketch the same word simultaneously to their respective teams.
NOTE: if, during an All Play, it occurs that one of the picturists is an adult player and one is a junior player, both teams will draw a clue from the Junior Card Deck, EVEN IF THE ADULT PLAYER’S TEAM LANDED ON THE ALL PLAY SQUARE.
The team that guesses the clue correctly first wins the round and immediately gets to roll the die and advance the number of spaces indicated. This team now continues their turn with a new word.
If no team identifies the word within the time limit, the die is passed to the next team on the left. However, this team does NOT roll the die, but begins its turn by taking a new card and sketching the word corresponding to the colored square they are currently on.
When a team lands on a WILD SQUARE
Be the first team to land on the Finish Square and correctly guess the word. The word can be guessed on another team’s All Play word or on your team’s turn.
Reach the final ALL PLAY Square for the chance to win (an exact roll is not
required). To win, you must control the die and be the first team to identify the word during the subsequent All Play round.
If no team identifies the ALL PLAY word within the time limit, the die is passed to the left. If another team identifies the ALL PLAY word first, the die is passed to that team.
A team already on the final ALL PLAY Square cannot win the game by winning a round controlled by another team. It must regain control of the die to attempt a winning word.
Dos and Don’ts
• Draw anything related to the word
• Break words into a number of syllables
• Draw “dock” for “doc”, or “flu” for “flue”, etc.
• Use “ears” for “sounds like” or dashes to show the number of letters in the word
• Use letters or numbers
• Speak to your teammates
• Use sign language
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