How to Play
The telephone game with drawings. Write something weird, draw what you're given, guess what you see — then watch the whole chain unravel.
4–12 players · everyone plays every round · big reveal finale
How a round flows
1. Write a prompt
Everyone writes one short, weird prompt — a sentence the room will try (and fail) to keep intact. Yours is secretly handed to the next player.
2. Draw what you're handed
You're given someone else's prompt and have to draw it. No words allowed — just your best doodle before the timer runs out.
3. Guess the drawing
Now you're handed a drawing — no prompt, no hints. Type your best guess at what it's meant to be, and pass it on.
4. Watch it unravel
Draw, guess, draw, guess… until every chain is full. Then the host plays back each chain step by step so the whole room sees how far it drifted.
Who wins?
Nobody — and everybody
Whispers isn't about points. There are no scores and no losers. The whole game builds to the big reveal, where the host plays back every chain and the room watches "a cat driving a bus" mutate into something gloriously unrecognisable. The biggest laugh is the only prize that matters.
Tips for a better chain
Made a mistake? Re-open your submission and fix it any time before the round resolves.
Clear, simple drawings travel further than masterpieces — the guesser only sees the picture, never the prompt.
Lean into the weird. The funnier the chain drifts, the better the reveal.
Everyone plays every round at once, so don't dawdle — submit before the timer beats you.