Pictionary is a fun board game for groups of three or more. The pack contains a game board, four pawns, category cards, a one-minute hourglass and a die. Four sketch pads and pencils will be useful, but you can use any surface or tool to draw. Learning to play is easy if you know how to prepare for the game and how to handle special situations, such as the "Challenge" category.
Steps
Part 1 of 3: Preparing to Play
Step 1. Divide the players into two teams
If you have a lot of players, it is possible to form four teams, but you will probably have more fun with fewer teams of more people. One of the participants will have to draw the first word, using pen and paper. All the other team members will have to guess the word drawn.
- The players of each team will have to draw in turns.
- If there are only three of you playing, one person will have to draw for both teams throughout the game.
Step 2. Give each team what they need to play
You need a category sheet, sheets of paper and a pencil. The categories tab explains the meanings of the abbreviations that you can see on the scoreboard and word cards.
- The different categories are (P) for characters, places or animals; (O) for objects; (A) for actions, such as verbs; (?) for difficult words; (S) to challenge.
- If you prefer, you can draw on a slate with markers.
Step 3. Prepare the game
Place the board and deck of word cards in the center of the group. Place a pawn on the starting square for each team. Since the category (P) is on the first box, each team will have to draw a character, a place or an animal.
Step 4. Choose whether to use special rules
Some people prefer to establish variations before starting the game, to prevent possible disputes. Before you begin, talk to all players about any rule changes you want to apply.
For example, how accurate does an answer have to be to be considered correct? If a player says "basketball" and the word is "ball", will the answer be considered valid or will he have to say the correct word?
Part 2 of 3: Start Playing
Step 1. Roll the die to decide which team will choose the top card
The one who gets the highest number can start. The first word will be of the "Challenge" category, but the team that won the die roll will be able to choose the card.
Do not move the pieces on the board after the first roll. They must remain in the initial box
Step 2. Show the card to both designers
After choosing the first card, the designers of both teams have the opportunity to observe the word for five seconds before starting to draw. Don't start the time until five seconds have passed and the two designers are ready.
Step 3. The two designers should try to illustrate the word at the same time
When they are ready, start the hourglass and give the order to begin. They have sixty seconds to draw while their mates try to guess the word. The first team that finds the correct answer has a chance to start.
Remember, don't move your checkers during the first turn. The goal of this round is only to determine who will be in control of the die
Part 3 of 3: Continue the Game
Step 1. Decide who will draw for each team
All the players must take turns. During each team's turn, the designer will take a card from the deck. He will be able to read the word in category (P) for five seconds, but he will not be able to show it to his teammates.
Step 2. Start the hourglass and the drawing can begin
Each designer has one minute to reproduce the word. His companions can guess as many times as they wish during this time. Remember that those who draw cannot speak, cannot make hand gestures or write numbers or letters.
- If a team member guesses the word on the card before the time runs out, he can roll the die and move the pawn by the number rolled. At that point the designer can draw another card and draw again.
- If no team member guesses the word in time, the die goes to the team on the left.
Step 3. Each time a team draws a word card, the designer will have to change
Each turn begins by drawing a word card, not rolling the die. A team can roll the dice and advance their pawn only when a member guesses the word before the end of the allotted time.
Step 4. All teams participate in the "Challenge"
If a team ends its movement on a "Challenge" square or the word to be drawn is preceded by a triangle, all teams must participate in the round. The designers will be able to read the word for five seconds, then they will have to try to make their teammates guess it.
The team that guesses the word before the time runs out can roll the die, move the pawn by the number and draw a new card
Step 5. Continue playing until one team reaches the final "Challenge" space
That team has a chance to win the game. Remember that it is not necessary to end movement on that square with an exact die roll. If the team that reached the last square does not guess the word drawn, the game passes to the team on the left.
Step 6. Win the game by guessing the final word "Challenge" on your turn
It can take a lot of tries and it is possible for several teams to be in the final square at the same time. Keep playing until you decide a winner.