Last Updated on August 4, 2025 by The Official Game Rules Team
Pictomania is a fast-paced drawing game where all players draw and guess simultaneously. Each player is secretly assigned a word to draw from a set of 21 possible words visible to everyone. Players draw their assigned word at the same time and try to guess the words others are drawing. A unique scoring system rewards correct guesses and penalizes players whose drawings are not guessed.

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How to Play Pictomania
Components
- 1 sharpener for the pencils
- 42 guessing cards in 6 different colors
- 6 colored pencils (one per player)
- 1 pad of drawing paper
- 1 card holder
- 1 sticker sheet (to be applied on the card holder as instructed)
- 99 double-sided word cards divided into 4 difficulty levels (from easiest to hardest)
- 30 scoring tokens in 6 colors
- 6 black scoring tokens
- 6 black letter cards
- 7 black number cards
Setup
- Each player selects a color and takes the matching pencil, guessing cards, and scoring tokens. Unused colors are returned to the box.
- Each player receives a piece of drawing paper, folded into a small booklet with four pages for the game’s four rounds.
- Place your scoring tokens on the table to the left of your drawing paper. Only use the tokens needed based on the number of players; return the rest to the box.
- Use all 7 guessing cards per player regardless of player count, sorted by number for easy access.
- For round one, shuffle the green word cards, randomly draw 3 cards, and place them in the card holder where all players can see them clearly. Set the rest aside.
- Separate and shuffle the black letter cards and number cards into two decks. Each player receives one secret letter card and one secret number card; extra cards are set aside unseen.
- Place the black scoring tokens in the center; unused tokens go back in the box.
- Players may orient their drawing paper horizontally or vertically but keep the gray line at the bottom for consistent orientation.
Playing Your First Round
- Take a moment to study the 21 words displayed on the three word cards. Words on the same card are related, adding to the challenge.
- Everyone looks at their secret letter and number cards simultaneously. The letter card tells you which word card to reference, and the number card tells you which word on that card to draw.
- After identifying your word, place your letter and number cards face down in a stack beside your drawing paper—this stack will be important later.
Drawing
- Begin drawing your assigned word immediately. Avoid making your drawing resemble other similar words on the same card.
- Use the entire page to create a clear and distinguishable drawing.
- Everyone draws at the same time; there are no turns. Speed is essential.
Guessing
- Once you finish your drawing, put down your pencil, turn your paper toward the other players, and start guessing their words.
- You can guess drawings even if they are not yet finished.
- To guess, find the word you think an opponent is drawing on the word cards, then select the guessing card with the matching number.
- Place your guessing card face down on the stack beside that player’s drawing (only the number matters when guessing).
- You may never guess the number assigned to your own word.
- You cannot retract or change a guess once made, nor guess more than once per player’s drawing.
- Not all drawings need to be guessed; guessing is optional but usually beneficial.
- When finished guessing, take one black scoring token from the center (typically the one with the most stars). Once taken, you are done drawing and guessing.
- If you choose not to take a black scoring token, indicate you are finished so the round can proceed.
Scoring
- After everyone finishes guessing, reveal your stack of letter and number cards on top; this shows your assigned word.
- Players reveal their guessing cards on each drawing from top to bottom (order matters).
- Correct guesses earn scoring tokens, which the drawer gives to the guesser, placing the token on their letter card.
- Incorrect guesses are discarded to the center and earn no points.
- Players who were not guessed keep their tokens, which count as negative points.
- Calculate your score by adding stars from tokens on the right (correct guesses and bonus tokens) and subtracting stars from tokens on the left (tokens kept for unguessed drawings and penalties). Write this net score on your drawing paper.
- Scores can be negative in difficult rounds.
Subsequent Rounds
- Play continues with the yellow deck (round two), then progressing through the decks of increasing difficulty.
- Before each round, ensure all players understand all words on the three cards; replace any unknown words with others from the deck.
- Secretly assign letter and number cards again and repeat the drawing and guessing phases as before.
Additional Rules and Clarifications
- You must attempt to draw the assigned word and avoid giving verbal or written hints.
- No letters, numbers, Morse code, or any symbols that spell or hint at the word are allowed in drawings.
- You cannot hint at your word’s position on the card or in the card holder through your drawing.
- Once you make your first guess, you cannot alter your drawing.
- It is legal to skip guessing some or all drawings if you wish.
- The black scoring token can count positively, negatively, or not at all depending on round results and penalties.
- The player with the most incorrect guesses in a round is the “black sheep” and must place their black scoring token on the left side, counting as negative points. Ties for most wrong guesses mean no black sheep.
- If no one guesses your word correctly and you are not the black sheep, return your black scoring token to the center; it does not count.
End of Game
- After four rounds, fold your drawing paper to view all scores.
- Write your total score in the provided space.
- The player with the highest total score wins.
- There is no official tiebreaker, but players may debate who had the coolest drawing or play another round.
Optional Variant for More Pressure
- This variant works best with five or six players and adds competitiveness. For smaller groups, it might be too intense.
- Use one fewer black scoring token than players.
- The round ends as soon as the last black token is taken, meaning one player won’t get a token and can’t finish guessing.



