Ages2Teams
8+
Contents: 1 Clear Drawing Window, 1 Base (with storage compartment),
1 Timer, 1 Wet Erase Marker, 150 Cards, 1 Die
Please remove all components
from the container and
compare them to the contents
list. If any items are missing,
please call 1-800-524-8697.
Outside the U.S., please
consult your telephone
directory for a listing of your
local Mattel office.
Keep these instructions for
future reference as they
contain important
information.
OBJECT
Use the clear plastic
window to sketch clues
for your team in each
of the three categories.
If your team guesses the
clue correctly, you win
the challenge and keep
the card. The first team
to earn 5 cards wins!
Monkey
Wrench!
®
TM
• Open the base and
remove Timer, Marker,
and Die. Leave the
cards in the tray.
NOTE:
clean the screen
with a damp cloth
between turns.
• Place the plastic
window in the base
and set it in the
center of the play
area.
• Make sure the Timer,
Marker, tray with
Card Decks and Die
are within reach of
all players.
LET’S PLAY
Divide players into 2 teams. The team that goes first
will be Team 1.
Team 1 selects their first Picturist – the player who will draw
or act out the clues – during the first round.
Team 1 decides from which of the 3 category decks they
want to draw (Classic, Action!, or Mirror Mirror).
NOTE: you must have at least 1 card from each category
in order to win.
Once the category card is chosen, the Picturist rolls the die.
The Picturist must draw the clue on the card that
corresponds to the number on the die. For example, if the
die comes up 3, the Picturist must draw the clue next to the
number 3 on the card.
If the number 6 is rolled, the Picturist may choose to draw
any one of the five clues on the card.
Team 2 now starts the timer and Team 1’s Picturist begins
to draw the clue as their team tries to guess the answer.
If Team 1 guesses correctly, they get to keep the card.
If time runs out before a correct guess is made, they do
not get to keep the card.
If Team 2 thinks they know the answer, they may "Challenge"
to try to steal the card (more on this later). If no team gets
the correct answer, no one keeps the card and it goes into a
DISCARD pile.
Regardless of the outcome play passes to Team 2.
Teams continue to alternate turns throughout the game.
On each turn, teams must also alternate Picturists.
NOTE: clean the screen with a damp cloth between turns.
THE CATEGORIES
Classic
The Picturist uses the marker
to sketch the clue on the plastic
window just as they would if they
were using pencil and paper.
The window must remain in the
base so all players on both teams
can see the drawing.
Action!
All the clues in this category
are actions. For every clue,
the Picturist must draw on the
window, but they may remove
the window from the base and
use their drawing to act out the
clue in order to help their team
guess the answer. For example,
if the clue is “Tie a Bow Tie,” the
Picturist may draw a bow tie on the window, then hold
the window up to their neck and act out tying it.
Mirror Mirror
The Picturist does not use
the marker in this challenge.
Instead, the marker is passed
to a teammate who positions
themselves on the other side
of the window. Only the
Picturist knows the clue.
When the timer starts, the Picturist uses their finger
to trace on the window while their teammate follows the
Picturist’s finger with the marker on the other side of the
window to create the drawing. Both the teammate with the
marker and all remaining teammates are allowed to guess the
clue. The Picturist may not talk or use any actions, they may
only draw out the clue with their finger as their teammate
traces it.
CHALLENGING
If the team guessing the clue does not get a correct answer
before the timer runs out, the opposing team may challenge
and offer 1 guess to the correct answer themselves. If the
challenging team is correct, they get
the card. If they guess wrong, no one gets the card and
it is returned to the deck.
WINNING
The first team to collect five cards wins the game.
REMEMBER: of the 5 cards, there MUST be at least
1 card from each category for the win to count.
Pictionary® Frame GameTM Dos
and Don’ts when DRAWING
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 “bear” for “bare,” etc.
You cannot...
• Use “ears” for “sounds like.”
• Use letters or numbers.
• Speak to your teammates.
STRICTNESS
How precise an answer must be is up to the teams playing
and should be agreed upon at the start of the game.
For example, a Picturist is given the Action! clue
“Slay a Dragon,” and draws a dragon and then acts out
stabbing the dragon. If a teammate says “kill a dragon”
instead of “slay a dragon,” it must be decided upon before
the game if that kind of answer would count or not.
The pen may stain or stick to some surfaces. Protect play area before use.
©2013 Mattel. All Rights Reserved.
Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Relations
1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline
01628 500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory
Service - 1300 135 312. Mattel East Asia Ltd., Room 503-09, North Tower, World Finance
Centre, Harbour City, Tsimshatsui, HK, China. Diimport & Diedarkan Oleh: Mattel SEA Ptd
Ltd.(993532-P) Lot 13.5, 13th Floor, Menara Lien Hoe, Persiaran Tropicana Golf Country
Resort, 47410 PJ. Malaysia. Tel:03-78803817, Fax:03-78803867.
PICTIONARY and associated trademarks and trade dress are owned by Pictionary Incorporated.
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