Section 1: Introduction
Charades is a guessing game in which one player silently acts out a word, phrase, title, person, character, or other prompt while teammates try to identify it. The actor communicates through gestures, movement, facial expressions, and commonly understood hand signals, but does not speak, mouth words, spell in the air, or deliberately produce identifying sounds.
The game may be played by two or more people, although team play works best with at least four. Before play begins, the group should agree on the prompt categories, round length, scoring method, number of rounds, and which gestures or clues are permitted. Because Charades has no single governing body or universal competitive code, these agreed house rules control the game.
Objective
The actor's objective is to help eligible guessers identify the complete prompt before time expires. In team play, each team attempts to earn more points than its opponent by solving prompts during its own turns. In cooperative play, everyone works toward a shared total or tries to complete a chosen number of prompts within an overall time limit.
Spirit of Play
Players should act honestly, interpret close guesses consistently, and choose prompts appropriate for the group. Charades is most enjoyable when actors give expressive clues, guessers call out ideas freely, and disputes are resolved quickly without interrupting the pace of play.
Section 2: Equipment
No physical equipment is required. A caller may privately give each actor a prompt, allowing the full game to be played using only the participants and an agreed method of tracking turns.
Optional Materials
- Prompt slips: Players may write prompts on folded pieces of paper and place them in a container. Each slip should contain one clearly legible prompt.
- Prompt application or prepared list: A neutral prompt source may be used if it does not reveal upcoming answers to active players.
- Timing device: A phone, kitchen timer, or stopwatch may be used to enforce equal turns. A typical round lasts 60 to 90 seconds.
- Score record: Paper, a whiteboard, or a digital note may be used to record points and turns.
Optional materials do not become part of the acting clues. Unless a prop-based variation has been announced in advance, the actor may not point to writing, search for an object that represents the answer, or display information from a device.
Preparing Prompts
Prompts should be recognizable to the intended players and reasonably possible to convey through silent acting. When players submit their own prompts, each player or team should contribute the same number. Ambiguous handwriting, duplicate prompts, and prompts outside the agreed categories should be corrected or replaced before play.
Section 3: Playing Area
Charades may be played indoors or outdoors in any space where the actor is visible to all eligible guessers. No regulation field or boundary dimensions apply. The acting area should nevertheless provide enough clear floor space for safe gestures and ordinary movement.
Arrangement
- The actor stands or sits where every eligible guesser has an unobstructed view.
- Guessers remain far enough away to avoid interfering with the actor's movement.
- The prompt source is positioned so only the actor and, when used, the moderator can see the answer.
- The score and remaining time may be displayed, provided they do not reveal hidden prompts.
Players should agree before the game whether the actor must remain within a designated area. A marked boundary is optional; if one is used, stepping beyond it should normally result in a warning rather than loss of the prompt unless repeated violations create an unfair advantage.
Visibility and Distractions
The area should have sufficient light for facial expressions and hand signals to be seen. Loud music, television, unrelated conversation, and foot traffic should be reduced so that spoken guesses and the timer signal remain clear. Spectators should not stand behind guessers and give unintended visual clues.
Section 4: Players & Officials
Teams and Turn Order
For standard team play, divide the participants into two teams of approximately equal size. Teams alternate acting turns, and each team rotates its actors so that everyone receives a similar number of opportunities. A player should not take a second acting turn until all willing teammates have acted once.
Only members of the actor's team may guess during that team's turn unless the group has adopted an open-guessing or steal variation. Opponents must remain silent and avoid gestures, reactions, or comments that could reveal the answer.
Actor
The actor privately receives or draws the prompt, confirms that it is readable, and begins acting when the timekeeper starts the turn. The actor may acknowledge correct portions of a guess using gestures but may not disclose the answer after time expires until any permitted steal attempt has ended.
Guessers
Eligible guessers may make unlimited spoken guesses during the active turn. Guessers do not need to wait to be called on, and incorrect guesses carry no penalty unless a special scoring variation says otherwise. The prompt is solved only when an eligible guesser says the required answer closely enough to satisfy the agreed standard.
Moderator and Timekeeper
A neutral moderator is optional. The moderator may prepare prompts, reject unsuitable submissions, decide whether a guess matches the answer, and settle rule disputes. A timekeeper starts and stops each turn and announces expiration promptly. One person may perform both roles, or players may rotate these duties.
Section 5: Rules of Play
Starting the Game
- Agree on categories, allowed clue methods, turn length, scoring, and the winning condition.
- Create balanced teams and determine which team acts first by mutual agreement or a random method.
- The first actor privately draws or receives one prompt without showing it to any guesser.
- The timekeeper begins the clock after the actor has read the prompt and indicated readiness.
Permitted Acting
The actor may use body movement, pantomime, facial expressions, pointing to parts of their own body, and conventional Charades signals. The actor may indicate whether the prompt is a book, film, song, quotation, person, television program, or another agreed category. They may also show the number of words and identify which word or syllable they are acting.
Common signals include holding up fingers for the number of words, showing a finger again to select a particular word, pinching fingers close together for a short word, spreading hands apart for a long word, tugging an ear for “sounds like,” and placing hands together then opening them for “book.” Such signals are customs rather than mandatory vocabulary; groups may establish alternatives before play.
Prohibited Clues
- No speaking, whispering, humming, singing, lip-syncing, or intentionally making a sound that identifies the answer.
- No silently forming the answer with the lips.
- No spelling letters or words in the air, using sign language to spell the answer, or displaying written text.
- No pointing to visible words, letters, logos, or objects in the room as a direct answer clue.
- No revealing how the word is spelled, what letter it begins with, or how many letters it contains unless the group expressly allows such clues.
- No advance signals, coded systems, or private references understood only by selected teammates.
Completing a Turn
The turn ends immediately when the full prompt is guessed and accepted, when time expires, or when the actor concedes. A partial answer does not count unless it contains every essential part of the prompt. Articles such as “a,” “an,” and “the” may be ignored if the group agreed to do so, but meaningful words, names, numbers, and distinguishing terms must be correct.
Passing
Passing is optional and must be settled before play. Under a common rule, the actor may pass once per turn and draw a replacement, but the abandoned prompt cannot score during that turn. Another common format allows unlimited passes with a small point deduction for each pass.
Common Variations
- Free-for-all: One actor performs while every other player guesses; the first correct guesser becomes the next actor or earns a point.
- Speed Charades: A team solves as many prompts as possible during one longer turn, usually two or three minutes.
- Reverse Charades: The whole team acts simultaneously while one teammate guesses.
- Telephone Charades: Players privately pass an acted interpretation down a line, and the final player guesses the original prompt.
- Themed play: All prompts come from a chosen subject such as films, animals, sports, occupations, or historical figures.
- Steal play: If time expires, the opposing team receives one brief chance to identify the prompt.
Section 6: Scoring
Standard Scoring
A team earns one point when an eligible teammate correctly identifies the complete prompt before the turn expires. No point is awarded for an unsolved prompt, a guess made after the expiration signal, or a solution obtained through an illegal clue.
After each team has received the agreed number of turns, the team with the most points wins. A practical game consists of enough rounds for every player to act at least once. If the scores are tied, the teams may accept the tie or play equal extra turns until one team leads after both have had the same number of opportunities.
Close Answers
A guess may be accepted when it has the same clear meaning as the written prompt and differs only in an insignificant article, singular or plural form, or ordinary contraction. Distinct titles, proper names, sequels, and numbered installments should be identified accurately. The moderator should apply the same standard to both teams.
Optional Scoring Systems
- Difficulty points: Easy prompts score one point, medium prompts score two, and difficult prompts score three. Difficulty must be assigned before the prompt is drawn.
- Speed bonus: Award an extra point for solving within a stated portion of the turn, such as the first 30 seconds of a 60-second round.
- Steal point: After an unsuccessful turn, the opposing team receives one guess and earns one point if correct.
- Race total: The first team to reach a target such as 10 points wins, provided teams receive equal turns if the target is reached by the starting team.
- Cooperative score: The group counts all solved prompts and tries to beat a previous total within a fixed overall time.
Only one scoring system should govern a particular game unless compatible bonuses have been explained in advance. Mid-game scoring changes require the agreement of every team.
Section 7: Violations & Penalties
Illegal Clue by the Actor
If the actor speaks, mouths the answer, intentionally creates an identifying sound, spells the answer, points to written information, or uses another prohibited clue, the normal penalty is immediate loss of that prompt and no point. For young children or first-time players, the group may issue a warning and restart with a new prompt instead.
Interference
An opponent who calls out guesses, gives hints, reacts in a way that reveals the answer, blocks the actor, or disrupts the timer has interfered with the turn. The moderator may restore lost time, replace the prompt, award the acting team a point when the interference clearly revealed the answer, or warn the offending team. Repeated deliberate interference may result in loss of the offender's next acting turn.
Prompt Exposure
If a prompt is accidentally shown to an eligible guesser before the turn, it is discarded or returned for later use and replaced without penalty. If an actor intentionally exposes the prompt to obtain a point, the prompt is forfeited. A player who recognizes their own submitted prompt may still guess unless the group decided before play that prompt authors are ineligible for those turns.
Timing and Early Starts
Acting before the timekeeper begins is corrected by stopping the actor and starting again. A guess made before the official start does not count. If the timer fails or the expiration signal is unclear, the fairest remedy is to replay the turn with a new prompt and the full agreed time.
Disputes
The moderator's decision is final for the current turn. Without a moderator, the non-acting team decides routine questions, but a disputed point should be canceled if the players cannot reach a quick majority decision. Rules should not be changed retroactively to reverse a completed turn.
Conduct
Cheating, insulting an actor, mocking a guesser, or repeatedly ignoring agreed limits harms fair play. The group should first give a clear warning. Continued misconduct may result in loss of a turn, removal of an improperly earned point, or exclusion from the remainder of the game.
Section 8: Safety Considerations
Clear the acting area of cords, drinks, loose rugs, sharp furniture, fragile objects, and other trip or collision hazards. Players should know the available space before the timer starts, especially when play takes place in a small room or near stairs.
Safe Movement
- Keep running, jumping, climbing, diving, and forceful throwing motions within the actor's physical ability and the limits of the space.
- Do not climb on furniture or use doors, railings, windows, or unstable objects as supports.
- Do not strike, grab, lift, push, or unexpectedly touch another person as part of a clue.
- Imitate dangerous activities without using real flames, weapons, vehicles, chemicals, or hazardous tools.
- Stop immediately if a player, spectator, pet, or object enters the acting area.
Accessibility
Adapt the game so every participant can act and guess comfortably. Actors may perform while seated, use facial expressions and upper-body gestures, work with a partner, or receive additional time. Players with limited vision may receive clearly described non-answer information about the actor's position, while players with limited hearing may use a visible timing signal.
Accessibility adjustments are not illegal clues when agreed in advance and applied fairly. Prompts should not depend on movements a participant cannot safely perform, and no player should be pressured to reveal or imitate a disability, traumatic event, or private experience.
Age and Content
Choose prompts suitable for the ages, cultures, and comfort levels of the group. Avoid sexually explicit, hateful, humiliating, or needlessly graphic material. Any participant may request that an uncomfortable prompt be replaced without having to act it out or explain why.
Health and Comfort
Take breaks during long sessions, provide water as appropriate, and avoid exaggerated movements that cause pain, dizziness, or shortness of breath. A player who feels unwell should stop immediately. Charades is a recreational game, so safety and inclusion take priority over completing a prompt or preserving a score.