Games Like Taboo: 10 Word-Describing Games and Their Rules
Every game where you describe a word without saying it: Taboo, Pictionary, Codenames, charades, and the versions that need no box at all.
Türkçe okuShort answer
Describing a word without saying it is not one game but a family of them, and what separates them is where the restriction sits. Taboo bans specific words, Pictionary bans speaking, charades bans sound, and Codenames forces you down to a single word. All of them play fine without a box, because the real constraints are the timer and the team structure rather than the printed cards. This guide names ten of them with rules and player counts, plus eight box-free variants. Short answer: restriction on wording means Taboo, on drawing means Pictionary, on one word means Codenames.
What is the game you are looking for called?
Most people search for this game by describing it rather than naming it: "the game where you describe a word without saying it". That happens because it is not one game — it is a family of games built on the same idea.
The shared mechanic: one person knows a word, has to convey it, and the most natural way of doing so is forbidden. What separates the games is where the restriction sits.
| Restriction | Game | Players |
|---|---|---|
| Certain words are banned | Taboo | 4-10 |
| No speaking, drawing allowed | Pictionary | 4-12 |
| No speaking, acting allowed | Charades | 4-16 |
| Only one word may be said | Codenames | 4-8 |
| You do not know the word at all | Imposter | 5-10 |
| The describer says nothing | Twenty questions | 3-10 |
Taboo: specific words are banned
The best known one. The word to describe comes with five banned words next to it, and the describer cannot use any of them.
All the box does is decide those forbidden words in advance, which is why it plays fine without one: have the opposing team set the banned words and the game works identically — arguably better, since your opponents are choosing the constraints.
Turns run sixty to ninety seconds. Longer than that and the watching team drifts.
Pictionary: no speaking, drawing allowed
The describer never speaks, only draws. No letters, no numbers, no talking.
Paper and a pen is the whole kit. The word list comes from the table: everyone writes five words, folds them, and they go into a pile in the middle.
It does not require drawing ability — bad drawing usually makes it better. Sixty-second turns.
Charades: no speaking, acting allowed
The describer neither speaks nor draws, only acts. Instead of single words, most tables use films, shows, songs or sayings.
This is the only word-describing game that holds up to sixteen players, because everyone watching guesses simultaneously. Nobody waits.
The standard signals speed it up: number of words on the fingers, which word you are on with the other hand, "sounds like" by touching the ear.
Codenames: describing with exactly one word
Twenty-five word cards are laid out. The clue-giver says one word and a number — "ocean, 3" — and their team tries to find three cards from it.
The restriction here is the tightest in the family: exactly one word. No sentences, no explanations, no gestures.
Four to eight players. Everyone except the clue-giver argues, so there is no waiting, but a very large table makes the arguing run long.
Imposter: describing a word you do not know
Everyone gets the same word except one person. Going round, each player says one sentence about the word.
The player without the word listens and improvises. At the end the table votes on who was faking.
This one inverts the family: normally describing the word is the hard part, here the hard part is not looking like you are missing it.
Five to ten players, and it is unusually good at ten because everyone speaks every round.
Twenty questions: the describer says nothing
One person thinks of a word. The table may only ask yes-or-no questions, and the answerer may only say yes or no.
The table wins by getting it within twenty questions; otherwise the answerer wins.
This is the only one needing no materials whatsoever — not even paper. It works in a car or a queue.
Eight versions that need no box
Box-free variants of the mechanic above. All are the same idea at different tightness, getting harder down the list.
- 01Open describing: describe the word freely; the only rule is not using the word or its root. The easiest version, good for a warm-up round.
- 02Three forbidden: the other team hands over the word plus three banned words. The closest version to boxed Taboo.
- 03One word: the describer may say a single word and the team guesses from it. If they miss, allow one more.
- 04Silent describing: no speaking, gestures only. Run with the same word list, the rounds go much faster.
- 05Describe by negation: the word can only be described by what it is not. "Not hot, not small."
- 06Question version: the describer says nothing and only answers the team's yes-or-no questions.
- 07Hide it in a story: the word is buried inside a story and the team listens for it. Slowest version, and usually the funniest.
- 08Chain: every word guessed becomes a forbidden word for the next one. The constraints pile up as the round goes on.
Choosing words without a box
The practical method is having the other team write them. Each team writes twenty words at the start and folds them up; during play you draw from your opponents' pile.
There is one rule for choosing: the word has to be something everyone knows. Specialist words do not end the round, they just punish whoever is describing.
- 01Pick concrete, widely known things: objects, jobs, places, films.
- 02Avoid abstractions; words like "freedom" lock the round up.
- 03If proper nouns are allowed, say so at the start — a mixed pile is unfair.
- 04Cap forbidden words at three; more makes the round impossible.
Why teams beat taking turns
In a crowd, playing one at a time means waiting: at a table of ten, giving everyone a ninety-second turn takes fifteen minutes, and the spectators drift off.
In teams, half the room is active every round. Because guessing belongs to the team, quieter players stay in the game without having to put themselves forward.
- 01Above six players, always split into two teams.
- 02If teams exceed four, open a third.
- 03Rotate the describer; nobody describes twice running.
- 04Score the team, not the individual.
Which one for which table?
| Table | Best fit | Why |
|---|---|---|
| Group who just met | Charades | Needs movement, not vocabulary |
| 10+ people | Charades, imposter | Everyone guesses simultaneously |
| 4-6 people | Codenames, Taboo | Small tables argue better |
| Mixed ages | Pictionary | Drawing works at any age |
| Travelling | Twenty questions | Needs nothing at all |
| Kids at the table | Charades, Pictionary | No reading or writing required |
The mistake that ends word games
Having one person at the table produce the word list. They cannot play, and after fifteen rounds they are empty — the remaining words end up either trivial or undescribable.
The second mistake is dropping the timer. Untimed, a single round stretches to five minutes and the watching team loses interest. Shorter timers make the game faster, and more mistakes make the table laugh more.
Swapping words for questions
Taboo and its relatives are all guessing games; when a table wants a change of tempo, a question-based round is a good break. Word games produce competition, question games produce conversation, and running them back to back keeps a table going longer.
The Best Liar Wins is built for bluffing rounds, Gossip Cauldron for rounds where a group talks about each other. Dropped between word rounds, either changes the rhythm and nobody gets bored of repeating one mechanic.
Frequently asked questions
What is the game called where you describe a word without saying it?
It is a family rather than one game. The best-known is Taboo, where specific words are banned, but the same mechanic drives Pictionary (no speaking, drawing allowed), charades (acting only) and Codenames (exactly one word). Which one you want depends on where the restriction sits.
What games are similar to Taboo?
Pictionary, charades, Codenames, imposter and twenty questions. All rest on the same constraint — banning the most natural route to the word — but the restriction moves: to the wording, the speaking, the drawing or the number of words allowed.
How do you play Taboo without the box?
The opposing team sets the forbidden words. Each team writes twenty words at the start and adds three banned words to each; during play you draw from theirs. The only difference from the boxed version is that your opponents choose the constraints, which makes it slightly harder.
Which word game works for a large group?
Charades and imposter. In both, everyone watching guesses at the same time, so nobody queues. Taboo and Codenames are better at four to eight; past ten players you need to split into teams.
How long should a round be?
Sixty to ninety seconds. Longer and the watching team loses interest; shorter and the word never gets across. Tighter timers produce more mistakes, which is what makes the game fun.
Who should choose the words?
The opposing team, not a non-playing referee. Making one person write the list takes them out of the game, and after fifteen rounds the words run out.
Can you play Pictionary if you cannot draw?
Yes. The game measures whether a drawing is understood, not whether it is good — bad drawing makes most tables funnier. The only real rule is no letters and no numbers.
Card sets mentioned in this post
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