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Guessing game · A great activity for everyone

Telephone Pictionary

Each person starts a booklet with a written phrase, then passes it on: the next player draws it, the player after that writes a fresh phrase from the drawing, and so on around the circle. It works because nobody's translating it cleanly — the drift from page to page is the whole punchline.

What is Telephone Pictionary?

Telephone Pictionary folds the classic telephone game into a drawing game: each player opens a booklet with a written phrase, the next player draws it, the player after that writes a fresh phrase from the drawing, and the booklet keeps moving until it's back with its original owner. All it takes is paper cut and folded into a flip book, and a pen per player.

It works because nobody in the chain is translating cleanly. Each player sees exactly one page — the phrase just before them, or the drawing just before them — with no chance to check their reading against the original. That gap between what someone meant and what the next player saw is where the whole game lives, and it only gets funnier as the booklet gets thicker.

It's built for a room that's actually in the room — the booklet has to physically change hands, so there's no clean digital equivalent here. Skip it for a fully remote team, or for a group of more than a dozen where booklets would take too long to make it around the circle.

The rules

  1. Prepare a picture booklet per player — cut paper in half, fold, and staple into a flip book.
  2. Sit in a circle with your own booklet and a pen.
  3. On the first page, write a phrase. Odder is better.
  4. Pass the booklet clockwise — the receiver turns to the next page and draws the phrase they read.
  5. Pass again — the next player writes a phrase for the drawing they see, nothing earlier in the booklet.
  6. Keep passing until each booklet returns to its original owner, then share the results around the room.

Before you start

  • Booklets, prepped ahead of time. Give each player a stack of paper — one sheet per player in the game — cut down the middle and folded in half into a flip book. Staple if you like; just make sure everyone has their own booklet before you start.
  • Circle seating. Everyone sits where they can pass to the person on their right — a circle of chairs, a conference table, anywhere the booklet can travel clockwise without a detour.
  • Have a few phrase examples ready. Some players freeze on a blank first page. Keep a handful of prompts on hand — "Elvis playing basketball," "a cow in the desert," "hitting a home run" — so nobody stalls the circle.
  • Not built for remote. The booklet has to physically change hands. If the group's fully remote, this one doesn't adapt cleanly — see the honest note below before you book the slot.

How to run it

  1. Prepare the booklets beforehand

    Cut each player's stack of paper down the middle, fold it in half, and staple it into a flip book. One booklet per player, blank pages ready.

  2. Distribute booklets and pens 1–2 min

    Everyone sits in the circle with their own blank booklet and a pen in hand.

  3. Write the first phrase 1–2 min

    On the first page, each person writes a funny or interesting phrase — a scene, a lyric, anything that might be fun to draw.

  4. Pass and draw 1–2 min

    Pass every booklet clockwise. The receiver reads the phrase, turns to the next blank page, and draws their interpretation of it.

  5. Pass and write 1 min

    Pass again. The next player looks only at the most recent drawing, turns the page, and writes a phrase for what they see.

  6. Repeat until booklets come home 15–30 min

    Keep alternating drawing and writing, passing clockwise each time, until every booklet is back with its original owner.

  7. Share the results 5–10 min

    Each player walks the group through their booklet, start to finish — the gap between page one and the last page is the whole show.

← the drift is the whole point.

Facilitator tips

Offer phrase options that fit the roomKeep a varied list of example phrases on hand so no one's stuck staring at a blank page, and so the options work across different interests and backgrounds.
Let interpretation get weirdRemind players that a "wrong" drawing or phrase is the point, not a failure — nobody's grading accuracy here.
Print big, keep phrases simpleHave a large-print, simple-phrase option ready for anyone with a visual impairment or reading difficulty, so the game doesn't leave them behind.
Set a positive tone up frontSay it before the first phrase gets written — mistakes and messy drawings are the fun part, not something to apologize for.
Plan for more than one languageWith a multilingual group, let people write and draw in whatever language they're most comfortable in — the drawings translate themselves.

Why it works

Communication warps on purposeEach player only ever sees the single most recent page — no drawing comes with an explanation, no phrase comes with context. That telephone-style drift from page one to the last page is the entire game, and it's funnier than a straight retelling ever could be.
Drawing skill doesn't matterSince the next player is interpreting your sketch cold, a rough stick figure that gets misread is worth more to the game than an accurate one. Nobody has to be good at this to make it work.
Everyone co-authors a story they didn't startPassing your booklet hands your original phrase off completely — by the time it returns, strangers have reinterpreted it several times over, and the ending is nothing you could have written yourself.
HELLO, MY NAME ISJon

"I like that this one needs nothing but paper and a stapler. Two classic games folded into one, and the booklet always comes back changed beyond recognition — that's the whole show."

Jon Zajac · Founder & Chief Icebreaker

Reflection questions

For classrooms and teams that want the debrief — a few minutes on these turns the laughs into an actual conversation about how communication drifts.

  1. What was your favorite phrase or drawing from the game?Surfaces personal highlights and gets people sharing their favorite moments right away.
  2. How did your phrase or drawing change as it went around the circle?Points at how interpretation compounds — a nudge toward appreciating the game's whole process, not just the last page.
  3. Did any drawing or phrase surprise you in how it evolved?Opens up how imagination and individual perspective shape a shared result.
  4. How did it feel to see your original phrase or drawing transformed by others?A direct line to what the game's actually about — communication, collaboration, and how much a group changes any one contribution.
  5. Did any common themes turn up across different booklets?Builds observation and pattern-recognition muscle by looking at the collective work, not just one booklet.
  6. What did this game teach you about communication and collaboration?Connects the game's dynamics to how communication actually breaks down and reforms in real teams.
  7. Where else could you use what you noticed here?Pushes the insight past the game itself and into other collaborative work.

Jon Zajac

Founder & Chief Icebreaker

I started IcebreakerSpot because I believe strong connections are the foundation of successful teams. This site exists to make it easy to find and share the icebreakers and team-building activities that build trust, spark collaboration, and help groups do great things together.