PBG · 2026 Issue No. 2026.05 Editorial · Curated · Independent Updated weekly

Head-to-head comparison

Telestrations vs Monikers

Both are big-room party games. Telestrations is seated and gentle; Monikers is standing and loud. Family holiday, Telestrations. House party, Monikers.

Telestrations Light weight Telestrations

$32

4-8 30 min Light

Telephone with dry erase sketchbooks. The worse your group draws, the harder everyone laughs.

Buy Telestrations · $32
Monikers Light weight Monikers

$30

4-20 30-60 min Light

Charades with a memory: the same absurd names get funnier across three escalating rounds.

Buy Monikers · $30

Pick Telestrations if

You want drawing. Telestrations is telephone with sketches, works with anyone who can hold a pen, and the misfires are the point.

Pick Monikers if

You want acting and shouting. Monikers is charades in three escalating rounds with the same deck of famous names, and it scales to twenty people.

The tradeoff.

Telestrations

Telestrations is the telephone game with dry erase sketchbooks. Everyone draws a word or phrase from a card, writes it in their spiral book, and passes it along. The next player has sixty seconds, timed by a sand timer, to sketch that word. The next player sees only the sketch and writes down a guess. The book keeps alternating between drawings and guesses until it returns to its owner, who then reveals the chain of destruction to the table. The eight player box includes eight erasable coiled sketchbooks, dry erase markers, cleanup cloths, and more than 1,700 words and phrases to work through.

There is a scoring system in the rulebook, and no group in history has used it past the first game. Telestrations lives on the reveal, when a simple prompt has mutated into something unrecognizable over eight passes, and it reliably produces the loudest laughs per dollar of anything in this category. Bad artists are not a liability, they are the engine: the game is funnier the worse your table draws. That makes it perfect for mixed groups, holiday gatherings with three generations at the table, and anyone who freezes up at performance style party games, since everyone plays simultaneously and nobody is ever on the spot alone.

Best for: 5+ Players, College Dorm, Holiday Gathering

Monikers

Monikers is a team guessing game built on one escalating structure. The group builds a deck of cards, each naming a person, character, or concept, with a short description and a point value. Then you play the same deck through three rounds. Round one, clue givers can say anything except the name itself. Round two, one word only. Round three, charades. Each clue giver gets one minute, teams alternate until the deck runs out, and then it reshuffles for the next round. Because everyone has already heard every card, the later rounds run on shared memory: a rambling sixty second explanation from round one collapses into a single word, then into a gesture, and somehow the whole room still gets it instantly.

That compression is the most reliable laugh generating mechanism in party games. Monikers does not require clever players, it manufactures inside jokes in real time and lets the group cash them in twice. The card list is genuinely absurd, the rules teach in five minutes, and it seats essentially unlimited players since teams simply get bigger; the publisher says 2 to 12 plus, and it holds up at a party of twenty. The current core box carries 440 cards, enough that repeat plays stay fresh for a long while.

Best for: 5+ Players, College Dorm, Holiday Gathering

These are editorial picks; publishers cannot pay to appear here. Amazon links fund the site, and if you'd rather buy local, find a store via BoardGameGeek.

Also worth considering.

Games that share contexts with both Telestrations and Monikers.

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