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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!



Components

  • 1 Electronic Unit
  • 72 Cards
  • 1 Card Box
  • Instructions

Object of the Game

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.


Setup

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".



Game 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.



End of the Game

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"?


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