• pick teams

    Minimum 2 players to a team
    (Otherwise it's not a team - duh)

  • roll dice
    • Each team rolls the dice to determine order of play.
    • Highest roll goes first.
    • Team to the left goes next and so on.

  • roll & play
    • First team rolls the dice.
    • Move game piece down board.
    • See that color you're on? It means something.
    • Player who is going to draw this turn picks a card.
    • You will notice color categories.
    • Draw from the color category on the card that matches the color your game piece is on. This is not rocket science.
    • if You don’t know wtf it means, Click here to visit our dick-sho-nary for definitions.
  • Draw
    • Flip over timer.
    • Draw.
    • No talking or acting. (unless it's a specialty sqaure. See speciality squares.)
    • No drawing numbers or letters.
    • Only your team may guess what you are attempting to draw.
    • If one of your team members guesses correctly before the time runs out, roll the dice and go again.
    • If no one guesses correctly, your turn is over and the team to the left of you rolls the dice and starts their turn.

First team to the end of the board wins.

Team

All team members must take turns drawing/acting.

Dick-Sho-Nary

If you find yourself staring at a card asking yourself "what the fuck does this even mean?", you can look up the definition in the Draw What dick-sho-nary located at the top our website.

NOTICE: this dictionary is filled with HIGHLY offensive material.
Mime
Speciality Squares
Act it out
  • You must act out what every category your game piece in on. Ever heard of charades? Well this is that except way more fucked up!
  • No talking or drawing!
  • All teams may guess!!! Any team may guess what the person is acting out.
  • First team to get it right wins and rolls the dice -- it is now their turn.
  • After their turn has ended, the team to the left goes and so on.
Mime

No-No Squares
  • If you land on a no-no square, you must go back and place your game piece in the the closest rehab area located just off the game path.
  • Your turn is over.
  • When it is your turn again, roll the dice and begin down the game path, starting your count on the first square out of REHAB (THE ONE WITH THE ARROW).
Mime

go-go Squares
  • IF YOU LAND ON THIS SQUARE, YOU DOUBLE YOUR ROLL.
  • IN CASE THAT WASN'T CLEAR ENOUGH, IF YOU ROLL A 4 AND LAND ON A GO-GO SQUARE, MOVE 4 MORE SQUARES DOWN THE BOARD. GOT IT? GOOD.
Mime

Steals
  • IF A TEAM IS UNABLE TO GUESS A DRAWING CORRECTLY BEFORE THEIR TIME IS UP, ANOTHER TEAM MAY CHOOSE TO STEAL.
  • WHICH MEANS THAT TEAM WILL HAVE ONE GUESS TO CORRECTLY GUESS THE DRAWING.
  • IF THEY ARE CORRECT, THEY GET TO ROLL THE DICE AND SEND THE TEAM WHOSE DRAWING THEY STOLE BACK DOWN THE BOARD HOWEVER MANY NUMBER OF SQUARES ON THE DICE THEY ROLL.
  • THEY WILL THEN ROLL THE DICE AGAIN AND BEGIN THEIR TURN.
  • WHEN THEIR TURN IS OVER, THE TEAM TO THE LEFT OF THEM WILL GO AND SO ON.
  • IF A TEAM GUESSES A STEAL WRONG, THEY WILL LOSE THEIR NEXT TURN.

Something to consider
  • YOU MAY WANT TO IMPLEMENT A 3 TURN MAXIMUM FOR YOUR HOUSE RULES. THIS PREVENTS SUPER DUPER CREEPY PERVERTS FROM RUNNING AWAY WITH THE GAME. THE WAY THIS WOULD WORK WOULD BE, AFTER THEY HAVE GUESSED 3 DRAWINGS OR ACTIONS IN A ROW, THEY ROLL THE DICE AND THEIR TURN IS OVER. THEY BEGIN THEIR NEXT TURN AS EVERYONE ELSE DOES, BY ROLLING THE DICE. SO BASICALLY, THEY GET A DOUBLE ROLL FOR GUESSING 3 CORRECTLY.

That's It. Easy, Huh?