Telestrations is the party game that asks a simple question: what happens when you cross the childhood game of “Telephone” with frantic sketching and zero artistic talent? The answer is pure, uncontrollable laughter. Each player begins with a dry-erase booklet and a secret prompt—something like “kangaroo court” or “ninja dentist.” You have forty-five seconds to draw it, then pass the book. The next player must guess what you drew, and the next must illustrate that guess. By the time your original prompt has traveled around the circle, “ninja dentist” has morphed into a stick-figure swordsman pulling a crocodile’s tooth, and everyone is wheezing with delight.
The genius of Telestrations is its refusal to punish bad drawing. In fact, the worse you sketch, the funnier the game becomes. There’s no scoreboard pressure unless you insist on playing the “official” competitive variant; most groupsopt for the classic mode where the only goal is the big reveal at the end. Watching logic disintegrate in real time—”corn dog” becoming “unicorn hot tub” thanks to one ambiguous doodle—feels like watching meme culture invent itself.
Components are satisfyingly chunky: spiral-bound, laminated flip books that wipe clean in one swipe, chunky marker clips that actually keep pens from vanishing under the couch, and over 2,000 prompts split across two difficulty decks. The eight-player limit feels generous, and at twenty minutes a round it’s the rare party title that ends before the energy dips.
Downsides? If your group hates creative ambiguity, steer clear. The game lives in the gray space between what you meant and what everyone saw, so rules lawyers will suffocate it. And dry-erase ink runs out fast—stock extra markers.
Verdict: Telestrations is the most reliable laugh generator you can fit in a shoebox. It rewards imagination over strategy, turns artistic incompetence into currency, and leaves every player with a keepsake storybook of collective absurdity.

































