The same card feels completely different on its third appearance. In round one you can explain “a scientist famous for relativity.” In round two you risk everything on “relativity.” In round three you have only wild hair, a thoughtful face and whatever equation you can pretend to write in the air. That shrinking clue space is why a good set of Time’s Up words becomes funnier every round.
Below are 160 ready-to-use cards across famous people, fictional characters, jobs, places, actions, objects, hard concepts and absurd scenes. Choose the categories your group will recognize, write one item per slip and keep the same deck through all three rounds.
- How to play Time’s Up in 3 rounds
- 20 Time's Up words: famous people
- 20 fictional characters for Time’s Up cards
- 20 jobs and roles for a Time’s Up word list
- 20 places and situations
- 20 actions for a fast party round
- 20 easy objects to describe and mime
- 20 hard Time’s Up words for adults
- 20 hilarious Time’s Up prompts
- Scoring, passing and fair house rules
- How to prepare a balanced Time’s Up card deck
- Hosting tips for a fair, accessible game
- 5 Time’s Up game variations
- Time’s Up words: FAQ
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How to play Time’s Up in 3 rounds
Split into two balanced teams and put every folded card in one bowl. Teams alternate thirty-second turns. One clue giver draws cards while their teammates guess. A correct card stays with the team; a passed card returns to the bowl. When the bowl is empty, count points, return every card and begin the next round.
- Round one, describe: use any words except the answer or part of it.
- Round two, one word: give one clue word per card; guesses are unlimited.
- Round three, mime: no speech, mouthing letters or pointing to real objects.
The deck never changes between rounds. Players are supposed to remember earlier clues and wrong guesses. That shared memory lets an obscure card become easy by round three. If a card was genuinely unknown to everybody, remove it before scoring the first round and replace it next game.
| Round | Clue rule | Best tactic | Common mistake |
|---|---|---|---|
| 1 | free description | give category first | using part of the name |
| 2 | one spoken word | reuse a memorable clue | adding a second word |
| 3 | mime only | repeat a known gesture | mouthing the answer |
| optional 4 | one frozen pose | choose the silhouette | moving after the pose |

20 Time’s Up words: famous people
Choose names that most players can identify from at least one clue. A mixed deck of music, sport, science, art and public life prevents one specialist from owning the round. Before starting, let everyone replace one unfamiliar name without embarrassment.
- Taylor Swift
- Albert Einstein
- Beyoncé
- William Shakespeare
- Serena Williams
- Leonardo da Vinci
- Rihanna
- David Attenborough
- Frida Kahlo
- Lionel Messi
- Marie Curie
- Dwayne Johnson
- Greta Thunberg
- Elvis Presley
- Malala Yousafzai
- Usain Bolt
- Adele
- Charlie Chaplin
- Simone Biles
- Gordon Ramsay
20 fictional characters for Time’s Up cards
Characters create strong gestures in the mime round. Avoid adding a franchise name to the card unless it is necessary for recognition. If two characters share a title or costume, the clue giver must make the specific person clear.
- Sherlock Holmes
- Wonder Woman
- Harry Potter
- Wednesday Addams
- Peter Pan
- Darth Vader
- Mary Poppins
- Shrek
- Black Panther
- Cinderella
- Indiana Jones
- Mulan
- Willy Wonka
- Paddington Bear
- Captain Hook
- Elsa
- Spider-Man
- The Mad Hatter
- Lara Croft
- Robin Hood
20 jobs and roles for a Time’s Up word list
Jobs work well for families because tools and movements offer immediate clues. Make the role specific enough to be interesting. “Photographer” is usable, but “wedding photographer” produces a better scene and a more memorable one-word clue.
- firefighter
- astronaut
- wedding photographer
- flight attendant
- pastry chef
- detective
- lifeguard
- news reporter
- veterinarian
- football referee
- tour guide
- magician
- delivery rider
- film director
- dentist
- train conductor
- fashion designer
- museum curator
- personal trainer
- weather presenter
| Players | Cards | Turn length | Expected game |
|---|---|---|---|
| 4 | 40-50 | 45 seconds | 30-40 minutes |
| 6 | 60-80 | 30 seconds | 45-60 minutes |
| 8 | 80-100 | 30 seconds | 60-75 minutes |
| 10+ | 100-120 | 30 seconds | use three teams |
20 places and situations
A place card should suggest sound, movement or an interaction, even though the third round is silent. Build the space with your hands before acting inside it: a security scanner, checkout belt or bowling lane can establish the setting faster than a complicated character.
- airport security
- haunted house
- busy bakery
- football stadium
- mountain cabin
- train platform
- water park
- courtroom
- campground
- recording studio
- supermarket checkout
- hotel lobby
- science museum
- rooftop garden
- bowling alley
- ferry terminal
- wedding reception
- school cafeteria
- movie set
- underground station

20 actions for a fast party round
Action cards are complete mini-scenes. In round one, describe the problem and the goal. In the one-word round, choose the object or emotion that everyone noticed earlier. In mime, begin with the repeated motion rather than trying to act every detail at once.
- missing the last bus
- wrapping an awkward gift
- walking a stubborn dog
- taking a group selfie
- building flat-pack furniture
- catching a falling cake
- searching for lost keys
- opening a stuck jar
- learning a dance routine
- trying to stay awake
- ordering food by phone
- escaping a sudden rainstorm
- carrying too many bags
- assembling a tent
- pretending to know the lyrics
- burning toast
- parallel parking
- choosing a movie
- silencing an alarm
- blowing up balloons
20 easy objects to describe and mime
Objects give the deck a welcome reset after difficult names. Show size and grip before demonstrating use. A telescope and binoculars look similar if you skip the shape, while a rolling pin becomes clear as soon as both hands move over an imaginary counter.
- rubber duck
- telescope
- electric toothbrush
- shopping trolley
- snow globe
- garden hose
- alarm clock
- rolling pin
- headphones
- suitcase
- magnifying glass
- camping lantern
- skateboard
- umbrella
- coffee grinder
- doorbell
- binoculars
- step ladder
- vacuum cleaner
- bicycle pump
20 hard Time’s Up words for adults
Abstract phrases need a remembered story from round one. Give a concrete example instead of a dictionary definition. For “social battery,” act out a crowded event and the need to recharge alone. If your group has different language backgrounds, preview this section and replace unclear idioms.
- déjà vu
- peer pressure
- mixed signals
- false alarm
- culture shock
- writer’s block
- wishful thinking
- inside joke
- first impression
- blind spot
- plot twist
- identity crisis
- guilty pleasure
- chain reaction
- double standard
- learning curve
- comfort zone
- social battery
- unfinished business
- beginner’s luck
20 hilarious Time’s Up prompts
Absurd combinations create the biggest transformations between rounds. Establish the main character first, then the unexpected situation. When teammates guess only half, repeat the correct half and change the second gesture. Do not confirm verbally during the mime round.
- a nervous dragon
- a penguin at a wedding
- a robot learning yoga
- a pirate on a video call
- a vampire at the beach
- a cat running a hotel
- a ghost with hiccups
- a detective who lost the clue
- an astronaut baking bread
- a mermaid on the subway
- a dinosaur in a lift
- a wizard without a wand
- a superhero stuck in traffic
- a shark at the dentist
- a queen in pyjamas
- a snail winning a race
- an alien ordering pizza
- a monkey directing a film
- a cactus at a dance class
- a bear doing karaoke
Scoring, passing and fair house rules
| Decision | Simple rule | Alternative |
|---|---|---|
| Passing | unlimited; card returns to bowl | one pass per turn |
| End buzzer | unfinished card returns | other team gets one guess |
| Accidental forbidden word | card returns, no point | one-point penalty |
| Tie | three-card sudden death | share the win |
Write cards in the same handwriting or print them so the back cannot reveal a person’s contribution. Appoint a timekeeper who announces five seconds remaining the same way for both teams. If you allow passing, keep the rule identical in every round. A slower player should not receive a shorter turn because the previous clue giver ran over.
How to prepare a balanced Time’s Up card deck
Do not simply take the first eighty names from one category. Build a deck that gives every player several ways in. For a six-person game, a useful mix is fifteen people, fifteen characters, ten jobs, ten places, ten actions, ten objects, five hard phrases and five absurd prompts. Read the complete deck privately before play. Remove exact duplicates, near-duplicates such as “astronaut” and “an astronaut baking bread,” and references known by only one person.
Use thick paper or fold every slip the same way so nobody can identify a card by shape or handwriting. If players contribute their own words, ask them to print clearly and submit the same number. One host should check the pile for private jokes, offensive references and answers that reveal personal information. A surprise should challenge the clue giver, not single out somebody in the room.
Example: one card across all three rounds
Imagine the card is “wedding photographer.” In round one, you might say, “This person takes formal pictures of a couple and their guests on a very important day.” The team learns the camera and ceremony connection. In round two, “bouquet” could be enough because the deck is now familiar. In round three, frame a picture with both hands, arrange an imaginary group and press a shutter. The strongest first-round clue plants details that can return as one word and one gesture.
Now imagine “mixed signals.” The first clue needs a concrete situation: “Someone replies warmly, then disappears, so you cannot tell what they mean.” In round two, “confusing” may revive that explanation. During mime, point in two directions, start walking one way and suddenly turn back. Abstract cards are playable when round one creates a shared scene.
Hosting tips for a fair, accessible game
Seat teams where everyone can hear without shouting. A player who cannot stand can mime from a chair; a player with limited hand movement can use facial expression and upper-body poses. Offer large-print cards and strong contrast. Nobody should lose a turn because they cannot read tiny handwriting or see a card in dim light.
Keep rule corrections short. If a forbidden clue slips out, return the card and continue the timer. Discuss the edge case after the turn, not while one team’s seconds disappear. Rotate clue givers in a fixed order so confident performers do not take every turn. If languages differ, allow a bilingual deck but mark which answers accept both versions before the game begins.
Between rounds, give teams one minute to count cards and reset. Do not let them review every answer aloud because remembering under pressure is part of the challenge. Shuffle thoroughly, change the first clue giver and verify that the bowl is empty before recording the score. These tiny procedures prevent most arguments and keep the three rounds feeling like one coherent game.
Watch for two common hosting errors. First, do not add new cards after round one; nobody has heard them described, so they break the memory structure. Second, do not let the next clue giver study the top slip before the timer begins. Hand over the bowl, wait for the signal and draw only then. Equal information matters more than perfectly equal artistic or performance skill.
5 Time’s Up game variations
Family deck: objects, jobs and familiar characters only. Theme night: use one topic such as films or travel. Cooperative: everyone tries to beat a shared total. Draw round: replace mime with silent sketching. Reverse round: the team gives clues while one player guesses. For nearby formats, try our charades ideas, Pictionary words or Scattergories categories.
When the final card is guessed
Open Vivatok and switch to a fresh party game without rebuilding the teams.
Time’s Up words: FAQ
How do you play Time’s Up?
Teams use one shared deck across three rounds. Describe freely in round one, give one word in round two and mime in round three. Each correctly guessed card scores one point.
How many words do you need for Time’s Up?
Use about eight cards per player, with a practical minimum of forty. For a quick game, choose sixty to eighty from this list and keep the same cards for all rounds.
How long is a Time’s Up turn?
Thirty seconds creates a fast game; forty-five gives new players more room. Keep the duration identical for every team and announce the final five seconds consistently.
Can you pass a Time’s Up card?
Yes, if you agree before playing. A fair rule is unlimited passes with the deck cycling, or one pass per turn. Do not invent a restriction halfway through.
What can you say in the one-word round?
You may say exactly one clue word for each card, with no extra sounds, spelling or gestures unless your house rules allow them. The team can make unlimited guesses during the turn.
Is Time’s Up the same as charades?
The third round resembles charades, but Time’s Up uses the same known deck across three clue styles. Players can rely on memories from earlier rounds.
Can children play Time’s Up?
Yes. Use familiar people, objects and actions, allow longer turns and remove references they cannot know. Mixed-age teams prevent one group from having all the easy clues.
