Pictionary Showdown™ is a game where you get teammates to guess a clue not by using words, but by
drawing on it out on a pad of paper!
Keep these instructions for future reference as they contain important information.
The Game!
PICTIONARY SHOWDOWN™ IN A NUTSHELL:
Each team has the same amount of time on their time clock to begin.
On your turn, the time counts down as you sketch and your teammates guess the clue. The quicker you
get it, the more time you leave on your clock.
Once a team correctly guesses a clue, they hit their Buzzer and the next team’s turn starts IMMEDIATELY,
so be ready to go.
On an “All Play,” both clocks STOP as each team tries to guess the clue at the same time. When the
winning team presses their Buzzer, the other team’s clock starts IMMEDIATLEY.
The team that runs out of time first loses the game.
HOW TO REPLACE BATTERIES
Pictionary Showdown™ requires 3 AA batteries (not included). Use only Alkaline Batteries. Toy may not
function with other types of batteries.
1. Unscrew battery compartment cover with Phillips screwdriver (not included) and lift open.
2. Install 3 AA size Alkaline
Batteries in compartment.
3. Replace cover by slipping tabs
into place, pressing cover down
and screwing shut.
4. If game malfunctions, check the
battery installation.
5. Batteries should be changed
when sound distorts.
BEFORE YOU BEGIN…
SHOWDOWN
SHOWDOWN
SHOWDOWN
TM
1. Kilt
2. Bookworm
3. In The Doghouse
4. Angel
5. Brush Your Teeth
Place the Pictionary Showdown™ cards in the card box, and then
place it along with the game unit in the middle of the play area.
Decide which colored side of the cards you will use to play the
game, Yellow or Orange. Once it’s decided, always read the clue
from this side of the card.
Divide into two equal teams. Provide each team with a pencil and
drawing paper.
Decide which player will be drawing first for your team. Also, choose
the order in which the rest of the players on you team will be drawing,
because once the game
gets going things move pretty quick!
The player who is drawing is called the “Picturist.”
Flip the ON/OFF switch on the bottom of the unit to ON. Once the
unit is on, the lights will flash, you will hear a greeting and then
“select your play time.”
Choose the amount of time you want on each team’s countdown
clock. You may play a game as short as 3 minutes, or as long as 9
minutes.
The default setting is for a 5 minute game. If you want to play a 5 minute game, simply press “select.”
To adjust the time on the clock, press the RED Buzzer to DECREASE TIME, or the BLUE Buzzer to INCREASE time.
Once the desired time is on the clocks, press “Select”.
LET’S PLAY!
Once you select your desired playtime, you will hear “All Play,”
and the game has begun!
Draw a card from the card box. Next, look at the number in the
Number Window on the unit. Find the corresponding number on
the card. This is the clue both Picturists will have to draw.
Each Picturist then sketches clues to their team. Sketching and
guessing continues until one team correctly guesses the clue.
That team then presses their Buzzer, and the timer for the other
team begins to count down IMMEDIATELY!
If neither team guesses the clue in the time provided, a BUZZER
will sound and you will hear "Try again, all play!" A new number
will appear in the Number Window, and the next Picturists for
each team will draw a new card, find the corresponding clue and sketch clues to their team.
In the unlikely event that no team successfully guesses the All Play clue 5 times in a row, the unit will go to
“sleep.” Simply press any button to bring it back to life.
Once a team has won the initial All Play round, the other team’s next Picturist quickly draws a card,
observes the number in the Number Window, finds the corresponding number on the card and reads the
clue. Then, they begin sketching clues to their team.
If the team correctly guesses the clue in under a minute, they press their Buzzer and the timer for the
other team begins to count down IMMEDIATELY!
If the team DOES NOT correctly guess the clue in under a minute, they will hear the timer count down the
last ten seconds, then a buzzer will signal the end of their turn. When this happens, the other team’s timer
begins to count down IMMEDIATELY!
ALL PLAY
The unit will randomly call out “All Play!’ when a Buzzer is pressed. When this happens, both clock timers
STOP. The next Picturists up on both teams then locate the number in the Number Window, draw a card,
find the corresponding number, and read it.
As in the first All Play, they both sketch until one team gets the clue. The team that correctly guesses the clue
presses their Buzzer, and the timer for the other team begins to count down IMMEDIATELY.
If neither team guesses the clue in the time provided, a BUZZER will sound and you will hear “All Play, Try
again!” A new number will appear in the Number Window, and the next Picturists for each team will draw a
NEW card, find the corresponding number and sketch clues to their team.
This can occur up to 2 times. After that, the timer of the next team in order begins to countdown, starting
their turn. For example, if it was RED team’s turn before the All Play, it will be BLUE team’s turn if no team
guesses the clue after two rounds.
WINNING
Play continues until one team runs out of time, and the team with time still on their clock WINS!
DOs and DON'Ts
YOU CAN...
Draw anything related to the word, no matter how tenuous the link
Break words down into a number of syllables
Draw “dock” for “doc”, or “flu” for “flue”, etc.
YOU CANNOT...
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
STRICTNESS
How precise an answer must be is up to the teams playing and should be agreed at the start of the game.
For example, is “bunk” acceptable for “bunk bed”? “Enlarged” for “enlarge”?
PAUSING THE GAME
Press the Select to pause the game. Press it again to resume.
VOLUME
To change the volume, first press the Select Button to pause the game. Next, press the Blue or Red Buzzers to
toggle between high and low volume. Then press the Select button again to resume to game.
BATTERY SAFETY INFORMATION
SHOWDOWN
SHOWDOWN
SHOWDOWN
TM
1. Kilt
2. Bookworm
3. In The Doghouse
4. Angel
5. Brush Your Teeth
In exceptional circumstances batteries may leak fluids that can cause a chemical burn injury or ruin your product.
To avoid battery leakage:
• Non-rechargeable batteries are not to be recharged.
• Rechargeable batteries are to be removed from the product before being charged (if designed to be removable).
• Rechargeable batteries are only to be charged under adult supervision (if designed to be removable).
• Do not mix alkaline, standard (carbon-zinc) or rechargeable (nickel-cadmium) batteries.
• Do not mix old and new batteries.
• Only batteries of the same or equivalent type as recommended are to be used.
• Batteries are to be inserted with the correct polarity.
• Exhausted batteries are to be removed from the product.
• The supply terminals are not to be short-circuited.
• Dispose of batteries safely.
• Do not dispose of this product in a fire. The batteries inside may explode or leak.
This device complies with Part 15 of the FCC Rules.
Operation is subject to the following two conditions:
(1) This device may not cause harmful interference, and (2) this device must accept any
interference received, including interference that may cause undesired operation.
This equipment has been tested and found to comply with the limits for a Class B digital device,
pursuant to Part 15 of the FCC rules. These limits are designed to provide reasonable protection
against harmful interference in a residential installation. This equipment generates, uses and can
radiate radio frequency energy and, if not installed and used in accordance with the instructions,
may cause harmful interference to radio communications. However, there is no guarantee that
interference will not occur in a particular installation. If this equipment does cause harmful
interference to radio or television reception, which can be determined by turning the equipment
off and on, the user is encouraged to try to correct the interference by one or more of the
following measures:
• Reorient or relocate the receiving antenna.
• Increase the separation between the equipment and receiver.
• Connect the equipment into an outlet on a circuit different from that to which the receiver is
connected.
• Consult the dealer or an experienced radio/TV technician for help.
NOTE: Changes or modifications not expressively approved by the manufacturer responsible for
compliance could void the user’s authority to operate the equipment.
Protect the environment by not disposing of this product with household waste (2002/96/EC). Check your
BGG23-0920
local authority for recycling advice and facilities. If game malfunctions, check the battery installation.