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Organization
This booklet is organized in 4 chapters:
Referencing
The original text on www.humanpingpongball.com is heavily cross-linked. Wherever useful, we use superscript to refer to games, categories, keywords or references. This works as follows:
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Accepting
| |
| Category
| These are exercises to teach AcceptingK .
|
Total 9 games.
- Accepting Circle
- Goalie
- Open Offer
- Pass Catch (see Sound Circle)
- Six Episodes
- Sound Circle
- Tug-O-War
- Yes Lets
- Yes Lets - or Rather Not
Association
| |
| Category
| These are exercises that train fast-thinking. You will find that a lot of the exercises in this category are variations on the traditional Free AssociationG game. Others train fast thinking in other ways, and a few even focus on dissociation - you can use the latter to make the point that association is easy and natural (see Introducing AssociationG for more ). |
Total 35 games.
- 3 some
- Alliterations
- Animalistics
- Association Jump
- Become
- Blind Association Circle
- Blind Freeze
- Clap Snap Association
- CopyCat
- Dissociation
- FLIP (see CopyCat)
- Family Portraits
- Firing Squad
- Free Association Circle
- Free Association
- Free Association Lines
- Freeze Tag
- Gibberish Dictionary (see Translate Gibberish)
- Introducing Association
- Jump
- Just Gibberish
- Last Letter
- Malapropism
- Name 6 Circle
- Open Offer
- Patterns
- Props
- Space Jump
- Surprise Movement
- Totems (see Animalistics)
- Translate Gibberish
- Walk-over Association
- What are you doing
- What would she be if
- Word Ball
Audience Participation
| |
| Category
| These are games in which the audience participates to some extent. Evidently, in just about any improv show there we use audience suggestions, so to some extent each game should be in this category. Instead, we've listed only games in which during the game, the audience is involved. See also Ask-forK for examples of what you can ask the audience. |
Total 14 games.
- Alphabet Game
- Day in the Life
- Ding Dong
- Last Letter Scene
- No P
- Only Questions
- Pockets
- Puppets
- Rhymes
- Story Story Die
- Sung Story Die
- Survivor
- The Good, the Bad and the Ugly Advice
- Zulu(2)
Characters
| |
| Category
| The focus of these games and exercises is on building characters. |
Total 28 games.
- Aerobics
- Animalistics
- Animals
- Coming Home
- Ding Characters
- Emotions Characters
- Fast Food Laban
- Fast Food Stanislawski
- Front Desk
- Goalie
- Hitch Hiker
- Imitate
- Jump
- Mr. So and So
- Nuclear Bomb Chicken
- Object Narrative
- Old Job New Job
- Opposite Characters
- Opposites
- Solo Doors
- Split Screen
- Story To A Chair
- Supermen
- The Bag
- Three Line Solo
- Totems (see Animalistics)
- Voices From Heaven
- You're Fired
Concentration
| |
| Category
| These exercises train basic concentration skills. Also take a look at the category Look and ListenC : the games in that category are particularly for training players to be attentive to what other players do: listening and awareness skills. |
Total 55 games.
- Accepting Circle
- Ali Baba and the 40 Thieves
- Alliteration Introduction
- Alliterations
- Alphabet Circle
- Bappety Boo (see Bippety Bop)
- Barney
- Bear of Poitiers (see Catch'em)
- Big Booty
- Bippety Bop(2)
- Bippety Bop
- Catch'em
- Clap Snap Stamp
- Click Bang you're dead
- Concentration Circle
- Cross Circle
- Digits (see No Doubles 1-10)
- Distorting Mirror
- Elephant
- Emotional Mirror
- Fruit Basket
- Fuzzy Ducky
- Give and Take
- Group Environment
- Group Freeze
- Group Mirror (see Mirror)
- Kitty in the Corner
- Ksss
- Letter Number Name
- Mexican Name Wave
- Mirror
- Move and Speak
- Name Game (see Cross Circle)
- No Doubles 1-10
- Non Sequitor
- One Duck
- One Two Three Four
- Pass Clap
- Pass Yes
- Peruvian Ball Game
- Receiver Right Clap
- Seven Up
- Shootout
- Shriner's Warm-up (see Cross Circle)
- Simon Says
- Sitting Standing Lying
- SloMo Tag
- Statues (see Group Freeze)
- Survivor
- Synchro Clap
- The Magnet
- Turning Circle
- Walking by Numbers
- What Has Changed
- Zapping
Continuation
| |
| Category
| These are games that consist of continuations of the previous scene. See also Scene ReplayG . In many cases one will ask the audience how to continue the scene - see Ask-forK for examples. |
Total 9 games.
- Actor Switch (see Simple Continuation)
- Bermuda Triangle (see Hat Continuation)
- Continuing Emotions
- Continuing Styles
- Diamond
- Hat Continuation
- Simple Continuation
- Switcheroo
- Understudy (see Simple Continuation)
Die
| |
| Category
| These are games in which the audience decides to 'throw out' players by yelling 'Die' when a player doesn't stick to the rules of the game, or does not manage to get the task/game done properly. After a die the game either ends or the player is replaced by another one.
|
Total 10 games.
- Alphabet Game
- Last Letter Scene
- No P
- Only Questions
- Rhymes
- Story Story Die
- Sung Story Die
- Survivor
- The Good, the Bad and the Ugly Advice
- Zulu(2)
Endowment
| |
| Category
| Endowment is attributing other players with physical, emotional or other characteristics, or getting other players to do something, or to behave in a particular way. |
Total 15 games.
- Card Status
- Chain Murder (see LCD)
- Dating Game
- Double Endowment
- He Said She Said
- He Said While She (see He Said She Said)
- Hijacker
- LCD
- LOW (see LCD)
- Party Quirks (see The Party)
- Press Conference
- Rebel without a Clue (see Hijacker)
- Silly Stinky Sexy
- The Party
- Who Where Why Am I
Energy
| |
| Category
| These games are meant to get the blood pumping through those veins. These can be used as a Warm-upC , or to get the class moving again at the end of a long day. |
Total 24 games.
- Ali Baba and the 40 Thieves
- Bear of Poitiers (see Catch'em)
- Bunny
- Cat and Mouse
- Catch'em
- Energy 1-10
- Exaggeration Circle
- Fusillade
- Jeepers Peepers (see The Scream)
- Killer Bunny
- Ksss
- Man Overboard
- My Fault
- Pass Clap
- Popcorn
- Primal Screams
- Shootout
- Supernova
- Synchro Clap
- The Scream
- Three Noses
- Virus
- Whoosh
- Zip Zap Zoop (see Whoosh)
Environment
| |
| Category
| These are games that teach players how to build an environment, as part of a PlatformK . By environment we mean defining where we are, and placing (mimed) props we in that location. When working with groups new to improv, you may want to teach environment first, and then move on to PlatformK , by extending the where by incorporating the Who (and the Why). |
Total 10 games.
- Coming Home
- Doors
- Front Desk
- Group Environment
- Human Props
- Move and Speak
- Object Morphing
- Real Estate Broker
- Solo Doors
- Three Line Environment
Exercise
| |
| Category
| This is rehearsal and workshop stuff. Most of the games and exercises listed here would probably not be used in front of an audience. Some exercises train particular aspects, others are just plain silly and might just as well be used by girl scouts on a rainy day... |
Total 200 games.
- Accepting Circle
- Advancing and Expanding (see Make More Interesting)
- Aerobics
- Airplane (see Blind Lead)
- Alien Tiger Cow
- Alliances (see Excluding)
- Alliteration Introduction
- Alliterations
- Alphabet Circle
- And Then (see What Happens Next)
- Animalistics
- Animals
- Artist Model Clay
- Association Jump
- Automatic Storytelling
- Back Dancing
- Bappety Boo (see Bippety Bop)
- Barney
- Bear of Poitiers (see Catch'em)
- Become
- Bidirectional Satellite TV
- Bippety Bop(2)
- Bippety Bop
- Blind Association Circle
- Blind Freeze
- Blind Harold
- Blind Hunt (see Scorpion)
- Blind Lead
- Blind Stalker (see Scorpion)
- Body Hide
- Boris
- Bunny
- Catch'em
- Circle of Knots
- Clap Snap Association
- Click Bang you're dead
- Columbian Hypnosis
- Coming Home
- Complete Bodies
- Concentration Circle
- CopyCat
- Cross Circle
- Death and Retriever
- Digits (see No Doubles 1-10)
- Ding Characters
- Ding
- Disc(1)
- Disc(2)
- Dissociation
- Distance Game
- Distorting Mirror
- Doors
- Double Opening
- Duck Duck Goose
- Elephant
- Emotional Mirror
- Emotions Characters
- Energy 1-10
- Exaggeration Circle
- Excluding
- FLIP (see CopyCat)
- Fast Food Laban
- Fast Food Stanislawski
- Flock Dance
- Follow the Leader
- Follow your Nose
- Foot Soldiers (see Follow your Nose)
- Free Association Circle
- Free Association
- Free Association Lines
- Free Falling
- Freeze Tag
- Front Desk
- Fruit Basket
- Fusillade
- Fuzzy Ducky
- Gibberish Commands
- Gibberish Dictionary (see Translate Gibberish)
- Gibberish Malapropism
- Give and Take
- Goalie
- Greetings
- Group Environment
- Group Freeze
- Group Mirror (see Mirror)
- Group Order
- Hands (see Squeezer)
- Haunted House (see Scorpion)
- He Said She Said
- He Said While She (see He Said She Said)
- Hello (see Greetings)
- Hitch Hiker
- Honey Walk
- Human Props
- Imitate
- Introducing Association
- Jump
- Just Gibberish
- Killer Bunny
- King Game
- Last Letter
- Letter Number Name
- Line Mirror
- Lost Friend (see Greetings)
- Machines
- Make More Interesting
- Man Overboard
- Mantra
- Mantra Introduction
- Master Servant Disaster
- Mexican Name Wave
- Mirror
- Move and Speak
- Mr. So and So
- My Fault
- Name 6 Circle
- Name Game (see Cross Circle)
- Name Volley
- No Doubles 1-10
- Non Sequitor
- Nuclear Bomb Chicken
- Object Morphing
- Object Narrative
- Objects
- Obstacle Course (see Blind Lead)
- One Line Scene
- One Mouth
- One Two Three Four
- Only Questions
- Open Offer
- Open Your Hand
- Opposite Characters
- Opposites
- Other Choice (see Ding)
- Overload
- Pass Ball
- Pass Catch (see Sound Circle)
- Pass Clap
- Patterns
- Peruvian Ball Game
- Pivot (see Disc(1))
- Poison Arms (see SloMo Samurai)
- Popcorn
- Presents
- Primal Screams
- Queen Game (see King Game)
- Rash
- Real Estate Broker
- Receiver Right Clap
- Repeater
- Replay Gibberish
- Reverse Chair Dance
- Rock Paper Scissors (see Alien Tiger Cow)
- Satellite Radio
- Satellite TV
- Scorpion
- Screamers (see Scorpion)
- Sculptors
- Seven Up
- Shriner's Warm-up (see Cross Circle)
- Simon Says
- Sitting Standing Lying
- Six Episodes
- Slide Show
- SloMo Samurai
- Solo Doors
- Sound Circle
- Squeezer
- Statues (see Group Freeze)
- Story To A Chair
- Supernova
- Surprise Movement
- Survivor
- Swedish Sculptors
- Switch Gibberish
- Synchro Clap
- The Bag
- The Magnet
- Three Line Environment
- Three Line Solo
- Three Noses
- Three Sentence Story
- Totems (see Animalistics)
- Translate Gibberish
- Tug-O-War
- Vampire Game (see Scorpion)
- Voices From Heaven
- Walking by Numbers
- Walk-over Association
- Warehouse
- What are you doing
- What Happens Next
- What Has Changed
- What would she be if
- Word at a Time Letter
- Word at a Time Story
- Word Ball
- Yes Lets
- You
- You're Fired
Experts
| |
| Category
| This is a series of games in which experts about some subject are interviewed. The topic for the interview is often provided by the audience (see Ask-forK ). |
Total 2 games.
- Gibberish Expert
- Translation for the Deaf
Format
| |
| Category
| These are show formats. Here you will find Long FormC formats, and formats that consist of series of shorter games. |
Total 12 games.
- BarPro
- Cut
- Five Four Three Two One
- French Braid
- Gorilla Theatre
- Harold
- Impro Match
- Micetro
- Soap (see Cut)
- Tapestry (see Five Four Three Two One)
- Theatresports
- Triptych (see Five Four Three Two One)
Gibberish
| |
| Category
| Gibberish is nonsense-language. Scenes in Gibberish are done in a non-existing language. When doing gibberish scenes, remember that you can speak different kinds of gibberish languages. Try experimenting with Japanese, French, Swedish, Zulu, German, and so on. |
Total 15 games.
- Chain Murder (see LCD)
- Emotional Mirror
- Foreign Movie
- Gibberish Commands
- Gibberish Dictionary (see Translate Gibberish)
- Gibberish Expert
- Gibberish Malapropism
- Just Gibberish
- LCD
- LOW (see LCD)
- Non Sequitor
- Replay Gibberish
- Subtitles (see Foreign Movie)
- Switch Gibberish
- Translate Gibberish
Group
| |
| Category
| These exercises help the players work together as a group. You'd certainly use these early on in a series of workshops, but repeating these, even with a well established group, never does any harm. See also TrustC .
|
Total 48 games.
- Airplane (see Blind Lead)
- Alien Tiger Cow
- Alliances (see Excluding)
- And Then (see What Happens Next)
- Artist Model Clay
- Association Jump
- Back Dancing
- Blind Lead
- Blind Line Up
- Body Hide
- Circle of Knots
- Circle Sitting
- Death and Retriever
- Duck Duck Goose
- Energy 1-10
- Excluding
- Family Portraits
- Follow the Leader
- Group Environment
- Group Order
- Hands (see Squeezer)
- Heave Ho
- Hot Spot
- Human Props
- Line Mirror
- Machines
- Massage
- Millipede
- Objects
- Obstacle Course (see Blind Lead)
- One Mouth
- Popcorn
- Rash
- Reverse Chair Dance
- Rock Paper Scissors (see Alien Tiger Cow)
- Sculptors
- Six Episodes
- Slide Show
- Solitaire
- Squeezer
- Swedish Sculptors
- The Magnet
- Tossing
- Tug-O-War
- What Happens Next
- Word at a Time Story
- Yes Lets
- Yes Lets - or Rather Not
Guessing
| |
| Category
| These are games in which players need to guess something. |
Total 8 games.
- Chain Murder (see LCD)
- Hijacker
- LCD
- LOW (see LCD)
- Party Quirks (see The Party)
- Rebel without a Clue (see Hijacker)
- Repair Shop
- The Party
Introduction
| |
| Category
| These exercises are intended to get everybody acquainted and to learn each other's names. Use these early on in a workshop, if players don't know each other. See also GroupC and TrustC . |
Total 18 games.
- Aerobics
- Alliteration Introduction
- Blind Line Up
- Body Hide
- Click Bang you're dead
- Cross Circle
- Flock Dance
- Greetings
- Hello (see Greetings)
- Letter Number Name
- Lost Friend (see Greetings)
- Massage
- Name Game (see Cross Circle)
- Name Volley
- Reverse Chair Dance
- Shootout
- Shriner's Warm-up (see Cross Circle)
- Three Noses
Limitations
| |
| Category
| In these games the physicality or verbosity of the players or the scene is defined or limited. |
Total 51 games.
- Actor's Nightmare
- Ahab and the Whale (see Three Rules)
- Blindfolded Scene
- Blind Harold
- Bucket of Death (see Dry Cleaning Bag of Death)
- Card Status
- Crabtrees Conundrum
- Death in a Minute
- Disc(1)
- Disc(2)
- Distance Game
- Double Blind Freeze
- Double Opening
- Dry Cleaning Bag of Death
- Emotional Quadrants
- Exit Game (see Walkout)
- Final Freeze
- Handicapped Fairy Tale
- Helping Hands
- Hesitation
- Last Letter Scene
- Last Line
- Location
- Marshmallow Mania
- Mousetraps (see Blindfolded Scene)
- Move and Speak
- No P
- One Line Scene
- Only Questions
- Oracle (see Word at a Time Expert)
- Ping Pong (see Word at a Time Scene)
- Pivot (see Disc(1))
- Playbook (see Actor's Nightmare)
- Pockets
- Rhymes
- Scene in the Dark
- Sideways
- Sitting Standing Lying
- Split Screen
- The Bat
- Three Rules
- Timeline
- Touch to Talk
- Verses
- Walkout
- Without Sound
- Without Words
- Word at a Time Expert
- Word at a Time Scene
- Word at a Time Song
- You're Fired
Long Form
| |
| Category
| These are formats for longer improvised scenes, or even series of scenes. We are not going to have a philosophical discussion here, but not everyone will agree that all these are really long form formats. The HaroldG for example is basically a series of connected scenes intertwined with improv games. Some will argue that because of the games, this is not long form. Others again will state that any format that consists of different story lines that are not really strongly connected (e.g. Triple PlayG ) is not really long form. We do not particularly care (well as a matter of fact we do, but that's another story), so we just list what some folks would consider long form. Your mileage my vary or course. |
Total 26 games.
- Armando
- At The Oscars (see Feature Film)
- Balladeer(2)
- Blind Harold
- Cut
- Deconstruction
- Doo Wop(2)
- Feature Film
- Five Four Three Two One
- French Braid
- Goon River (see Goon River)
- Goon River
- Harold
- La Ronde
- Location
- Montage
- Moon River (see Goon River)
- Soap (see Cut)
- Spoon River (see Goon River)
- Spork River (see Goon River)
- Sybil
- Tapestry (see Five Four Three Two One)
- TellTales
- The Bat
- Triple Play
- Triptych (see Five Four Three Two One)
Look and Listen
| |
| Category
| These exercises train listening and looking skills. Since Improv is a group thing, it's important for players to be aware what is going on, what others are syaing and doing, so these exercises train players on this. |
Total 21 games.
- Aerobics
- Bidirectional Satellite TV
- Blind Association Circle
- Blind Harold
- Card Status
- Complete Bodies
- Digits (see No Doubles 1-10)
- Double Endowment
- Double Opening
- Hijacker
- No Doubles 1-10
- Overload
- Rebel without a Clue (see Hijacker)
- Repeater
- Satellite Radio
- Satellite TV
- Scene in the Dark
- Survivor
- Walking by Numbers
- What Has Changed
- You
Narration
| |
| Category
| In these games and exercises, the focus is on StorytellingK . |
Total 24 games.
- And Then (see What Happens Next)
- Automatic Storytelling
- Boris
- Double Endowment
- Double Opening
- Guest Game
- Just Gibberish
- Lets Not
- Master Servant Disaster
- Movie Review
- Name the Monster
- Object Narrative
- Only Questions
- Rhymes
- Six Episodes
- Slide Show
- Story Story Die
- Three Sentence Story
- Typewriter
- Voices From Heaven
- What Happens Next
- Word at a Time Letter
- Word at a Time Story
- Yes Lets - or Rather Not
Performance
| |
| Category
| These are games you'd use for performance.
|
Total 174 games.
- Actor's Nightmare
- Actor Switch (see Simple Continuation)
- Ahab and the Whale (see Three Rules)
- Alphabet Game
- Alter Ego (see Asides)
- Animalistics
- Armando
- Asides
- At The Oscars (see Feature Film)
- Audience Warm-ups
- Backwards Scene (see Scene Replay)
- Balladeer(2)
- Balladeer
- Bartender
- Bermuda Triangle (see Hat Continuation)
- Black Box
- Blindfolded Scene
- Blind Freeze
- Blind Harold
- Blind Musical
- Boris
- Bucket of Death (see Dry Cleaning Bag of Death)
- Cards
- Card Status
- Chain Murder (see LCD)
- Confessions
- Consciences (see Asides)
- Continuing Emotions
- Continuing Styles
- CopyCat
- Crabtrees Conundrum
- Dating Game
- Day in the Life
- Death in a Minute
- Deconstruction
- Diamond
- Ding Dong
- Ding
- Directors Cut (see Fast Forward)
- Doo Wop(2)
- Doo Wop
- Do Ron Ron
- Double Blind Freeze
- Double Endowment
- Dry Cleaning Bag of Death
- Dubbed Movie
- Emotion Replay (see Scene Replay)
- Emotional Quadrants
- Evil Twin
- Exit Game (see Walkout)
- FLIP (see CopyCat)
- Famous Last Words
- Fast Forward
- Feature Film
- Final Freeze
- Foreign Movie
- Freeze Tag
- French Braid
- Fusillade
- Game-O-Matic
- Gibberish Expert
- Goon River (see Goon River)
- Goon River
- Guest Game
- Handicapped Fairy Tale
- Harold
- Hat Continuation
- He Said While She (see He Said She Said)
- Helping Hands
- He Said She Said
- Hesitation
- Hijacker
- Historical Replay (see Scene Replay)
- Hitch Hiker
- Human Props
- Jeopardy
- Just Gibberish
- LOW (see LCD)
- La Ronde
- Last Letter Scene
- Last Line
- LCD
- Little Voice
- Location
- Lounge Singer
- Machines
- Marshmallow Mania
- Montage
- Moon River (see Goon River)
- Mousetraps (see Blindfolded Scene)
- Move and Speak
- Mr. So and So
- No P
- Object Narrative
- Old Job New Job
- One Eighty Five
- One Mouth
- Only Questions
- Oracle (see Word at a Time Expert)
- Other Choice (see Ding)
- Party Quirks (see The Party)
- Ping Pong (see Word at a Time Scene)
- Playbook (see Actor's Nightmare)
- Pockets
- Press Conference
- Props
- Protest Song
- Puppets
- Rebel without a Clue (see Hijacker)
- Repair Shop
- Reverse Trivial Pursuit
- Rewind (see Fast Forward)
- Rhymes
- Rituals
- Scene in the Dark
- Scene Painting
- Scene Replay
- Scene To Music
- Sideways
- Silly Stinky Sexy
- Simple Continuation
- Sitting Standing Lying
- Slap Take
- Slide Show
- SloMo World Champion (see Sportz Center)
- Sounds Like a Song
- Space Jump
- Speck (see Little Voice)
- Spit Take
- Split Screen
- Spoon River (see Goon River)
- Spork River (see Goon River)
- Sportz Center
- Story Story Die
- Stunt Double
- Style Replay (see Scene Replay)
- Subtitles (see Foreign Movie)
- Sung Story Die
- Supermen
- Survivor
- Switcheroo
- Switch Gibberish
- Sybil
- The Bat
- The Gerbil
- The Good, the Bad and the Ugly Advice
- The Party
- Three Melodies
- Three Rules
- Through the Ages (see Scene Replay)
- Timed Scenes
- Timeline
- Totems (see Animalistics)
- Touch to Talk
- Translation for the Deaf
- Triple Play
- Trivial Pursuit
- TV News
- Typewriter
- Understudy (see Simple Continuation)
- Verses
- Voices From Heaven
- Walkout
- Who Where Why Am I
- Without Sound
- Without Words
- Word at a Time Expert
- Word at a Time Scene
- Word at a Time Song
- Worlds Worst
- You're Fired
- Zapping
- Zulu(1)
- Zulu(2)
SingSong
| |
| Category
| These are games that involve music or songs. Improvising song on-stage is actually not as difficult as is may seem, and it's usually a killer for the audience. In this section your will find various stuff: ideas for songs, workshop methods to teach players how to improvise songs, ideas for dancing along with music, and suggestions for improv musicians. The latter may be a bit controversial: the musician should really be an improviser as well, and be allowed to improvise. However, not all groups have access to talented musicians that are able to improvise, so for the not-so gifted here (grin) we provide some ideas for chord successions one can sing to. |
Total 15 games.
- Balladeer(2)
- Balladeer
- Bartender
- Blind Musical
- Doo Wop(2)
- Doo Wop
- Do Ron Ron
- Hot Spot
- Lounge Singer
- Protest Song
- Scene To Music
- Sounds Like a Song
- Sung Story Die
- Three Melodies
- Word at a Time Song
Solo
| |
| Category
| These are things you can do all by yourself. Most items in this category are exercises, but some stuff can be used for performance as well. |
Total 5 games.
- Lounge Singer
- Solo Doors
- Story To A Chair
- Sybil
- Three Line Solo
Spontaneity
| |
| Category
| These games help you blank your mind, and train players to acknowledge the things they subconsciously think. |
Total 15 games.
- Barney
- Become
- Ding
- Gibberish Dictionary (see Translate Gibberish)
- Mantra
- Mantra Introduction
- Name the Monster
- Open Your Hand
- Other Choice (see Ding)
- Pass Catch (see Sound Circle)
- Presents
- Sound Circle
- Surprise Movement
- Translate Gibberish
- Warehouse
Status
| |
| Category
| These are games or exercises that focus on StatusK . |
Total 2 games.
- Card Status
- Master Servant Disaster
Timed
| |
| Category
| These are games that are somehow timed. See Timed ScenesG for suggestions. |
Total 8 games.
- Backwards Scene (see Scene Replay)
- Death in a Minute
- Emotion Replay (see Scene Replay)
- Historical Replay (see Scene Replay)
- Scene Replay
- Style Replay (see Scene Replay)
- Through the Ages (see Scene Replay)
- Timed Scenes
Trust
| |
| Category
| These exercises are great for the group to build trust. You would use these early on in a workshop to teach the players to rely on each other. It's part of the team building; see also IntroductionC and GroupC . |
Total 24 games.
- Airplane (see Blind Lead)
- Back Dancing
- Blind Hunt (see Scorpion)
- Blind Stalker (see Scorpion)
- Blindfolded Scene
- Blind Lead
- Body Hide
- Circle Sitting
- Columbian Hypnosis
- Death and Retriever
- Fingertips
- Free Falling
- Haunted House (see Scorpion)
- Heave Ho
- Massage
- Mousetraps (see Blindfolded Scene)
- Obstacle Course (see Blind Lead)
- Scorpion
- Screamers (see Scorpion)
- Solitaire
- Swedish Sculptors
- The Magnet
- Tossing
- Vampire Game (see Scorpion)
Verbal wit
| |
| Category
| These games usually do not develop into scenes, and quite often turn into (or deteriorate into) series of one-liners. Can still be fun, if played well, but it's not exactly improvised theater . |
Total 12 games.
- Alphabet Game
- Confessions
- Famous Last Words
- Jeopardy
- One Eighty Five
- Reverse Trivial Pursuit
- Rhymes
- The Good, the Bad and the Ugly Advice
- Trivial Pursuit
- Worlds Worst
- Zulu(1)
- Zulu(2)
Warm-up
| |
| Category
| These games are meant to get everybody in a cheery mood, establish trust between the players, and sharpen concentration. Apart from that, most have no performance value, and are rarely used to teach any particular skill. Most of these games would just as well work to entertain the kids on a rainy day at the girl scouts. You'd use these games at the start of a rehearsal, or as part of the preparation for a show. |
Total 103 games.
- 3 some
- Accepting Circle
- Ali Baba and the 40 Thieves
- Alien Tiger Cow
- Alliterations
- Alphabet Circle
- Assassin
- Association Jump
- Audience Warm-ups
- Bappety Boo (see Bippety Bop)
- Barney
- Bear of Poitiers (see Catch'em)
- Big Booty
- Bippety Bop(2)
- Bippety Bop
- Blind Freeze
- Blind Line Up
- Bunny
- Cat and Mouse
- Catch'em
- Circle Sitting
- Clap Snap Association
- Clap Snap Stamp
- Concentration Circle
- Cross Circle
- Digits (see No Doubles 1-10)
- Dissociation
- Duck Duck Goose
- Eights
- Elephant
- Emotional Mirror
- Energy 1-10
- Exaggeration Circle
- Family Portraits
- Firing Squad
- Flock Dance
- Follow your Nose
- Foot Soldiers (see Follow your Nose)
- Free Association Circle
- Free Association
- Freeze Tag
- Fruit Basket
- Fuzzy Ducky
- Greetings
- Group Mirror (see Mirror)
- Group Order
- Hands (see Squeezer)
- Hello (see Greetings)
- Honey Walk
- Hot Spot
- Jeepers Peepers (see The Scream)
- Jump
- Killer Bunny
- Kitty in the Corner
- Ksss
- Last Letter
- Letter Number Name
- Lost Friend (see Greetings)
- Malapropism
- Man Overboard
- Massage
- Mexican Name Wave
- Millipede
- Mirror
- Name Game (see Cross Circle)
- No Doubles 1-10
- Non Sequitor
- Objects
- One Duck
- One Two Three Four
- Pass Ball
- Pass Catch (see Sound Circle)
- Pass Clap
- Pass Yes
- Patterns
- Play Tag
- Poison Arms (see SloMo Samurai)
- Popcorn
- Presents
- Primal Screams
- Rash
- Receiver Right Clap
- Rock Paper Scissors (see Alien Tiger Cow)
- Seven Up
- Shootout
- Shriner's Warm-up (see Cross Circle)
- SloMo Samurai
- SloMo Tag
- Sound Circle
- Squeezer
- Stretching
- Supernova
- Synchro Clap
- The Scream
- Three Noses
- Turning Circle
- Virus
- Walking by Numbers
- What are you doing
- Whoosh
- Word Ball
- Yes Lets
- Zip Zap Zoop (see Whoosh)
3 some | |
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Game Association Warm-up
| Fun warm-up. One player offers something, e.g. I am a slice of cheese. 2nd player jumps in and adds something to the offer, e.g. I am a slice of bread. 3rd player jumps in and again adds to the setup, e.g. I am a pickle. First player leaves, taking one of the others with him. Restart from the remaining player, who restarts by saying what/who she is. |
Accepting Circle | |
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Game Accepting Concentration Exercise Warm-up
| Get everyone in a big circle. One player starts by making a little gesture, perhaps with a little sound. His or her neighbor then tries and does exactly the same. And so on. Although we expect the gesture/sound not to change, it will.
Notes Watch for movements that suddenly change left/right arm or leg. This is not really supposed to happen, but it will. Once happened, it should be accepted by the next player.Also watch/listen for little moans or sighs that players might make before or after their turn - these should also be taken over by the next player. |
Actor's Nightmare | |
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Game Limitations Performance
| This one is played by 2 players, one of which gets their lines on paper (like a script). The other player should justify whatever the scripted player says.
Notes You can use existing plays for this, but also lines from comics.Whoever gets the script should not forget to play/act - only her lines are defined, not what she does, or how she does the lines. Also known as PlaybookG. |
Aerobics | |
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Game Characters Exercise Introduction Look and Listen
| This is a fun observation game. Place all players in a line. The first player starts walking around the room, walking a large circle. The second player starts following the first one, and tries to move like the first player. After a few rounds, the first player goes to the back of the line, and the third player starts following and imitating the second one.
Notes Tell players to be themselves; don't try and walk around funny (it's not the Ministry of Silly Walks after all). |
Ali Baba and the 40 Thieves | |
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Game Concentration Energy Warm-up
| Excellent warm-up. Everyone in a circle. We are going to establish a rhythm, by saying, all together 'Ali Baba and the 40 Thieves'. Keep repeating this. One person starts making a gesture to this rhythm, say, tapping your head with you left hand. When the sentence is repeated, the player next to her takes over this gesture, while the first one starts a completely different new gesture. Third time the sentence is done, player three does the first gesture, player two does the second gesture and player one invents a new one again. And so on. This is also a concentration game, though it's not really difficult. All one has to do is watch the previous player, and next time, take over her gesture. When you're watching what everyone else is doing you're going to get lost though. |
Alien Tiger Cow | |
|
Game Exercise Group Warm-up
| Fun game to warm up and to teach players some ChivalryK . Everyone in a circle. There are 3 things a player can be:
On your sign, every player decides to become one of the three. The idea is for everyone to become the same, which obviously won't be the case, the first time. We re-do this until everyone is in sync.
Variations Invent your own animals (or things) and let players become juke boxes, birds, whatever.Play 'majority wins': animals/things that are most in the minority drop out. Also known as Rock Paper ScissorsG. |
Alliteration Introduction | |
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Game Concentration Exercise Introduction
| Excellent game for players to get to know each other's names. Everyone in a circle. A player starts the game by introducing himself by making a gesture, and alliterating to his name, e.g. "I'm Wonderful Wendy" or "I'm Smart Steve". The next player point to the first, repeats the previous player's name, attribute and gesture, and does something similar about himself. And so on. Game ends with the first player having to do each other player's gesture, repeating their names and attributes. |
Alliterations | |
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Game Association Concentration Exercise Warm-up
| You will need a tennis ball or a towel tied in a knot for this one. Everyone sitting or standing in a circle. You give one person the ball, and ask him to name as many words as possible that start with a 'P' (or any other letter), in the time it takes for the ball to get passed along the circle. Doubles don't count, obviously.
Notes Tell players not to watch the ball go round when they're 'it' - they'll just panic and freeze. Tell them to try this with closed eyes.
Variations Pair up the players and use a stopwatch. Ask the left players on the left to name as many words as possible starting with a 't', and ask their partners to count, for 15 or 20 seconds. Then switch. |
Alphabet Circle | |
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Game Concentration Exercise Warm-up
| Great warm-up game to sharpen concentration. Everyone in a circle. One player starts by throwing an 'A' to another player. That player throws as fast as possible a 'B' to someone else. And so on. If you work with a large group, you can divide them into 2 circles, call 'em Team Gold and Team Silver, and time how fast they can get to 'Z'.
Variations Any player has the option to change the sequence from A-Z to 1-10 and vice versa. Time it. Or change to 1-10 |
Alphabet Game | |
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Game Audience Participation Die Performance Verbal wit
| This is a scene consisting of 26 lines of dialog. The first line starts with a given letter (say 'R'). The reply to that line must start with a 'S', and so on, until the whole alphabet has been covered. After 'Z' comes 'A'. Players that hesitate, or use the wrong letter 'Die', and are replaced by another player. The replacement needs to take over the character of the player she replaces.
Notes Urge players not to 'stick' to the game - if you can't think of a good sentence to advance the story, it's better to just 'die' than to screw up the story (see ChivalryK ). |
Animalistics | |
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Game Association Characters Exercise Performance
| Ask the audience for animals. Players play a scene, in which the characters are based on these animals.
Notes Players do not 'become' the animals, they only take over characteristics of the animals. Characteristics may be physical, vocal or StatusK based. For example, 'chicken' might inspire a player to a cowardly character, moving about jerkily.Also known as TotemsG. - this can be played as an exercise: write totem names on slips of paper. Give every player a totem before they play a scene. You can extend the animal name; make it more specific. Play with things like Bald Eagle rather than Eagle; or Silver Moon, Sitting Bull, etc. |
Animals | |
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Game Characters Exercise
| Make sure you have an even number of players. Give everyone an animal, but make sure that there are 2 of each, and that nobody knows which other player is which animal. Then give a number of activities, which the animals perform. Try
Variations Let 2 players be humans. |
Armando | |
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Game Long Form Performance
| This is a long form, named after its creator, Chicago Improv teacher and player Armando Diaz. The format starts with a storytelling-style monologue, based on an audience suggestion. After the monologue, players play scenes inspired by the monologue, and the monologue may even continue, later on in the performance. |
Artist Model Clay | |
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Game Exercise Group
| 3 players. One is a lump of clay - behind her is a second player who is a model. Model takes a pose, which the 'clay' is not supposed to see. The third player becomes the artist, who will model the clay after the model. The artist is not supposed to touch the clay, can't speak and it not allowed to show the clay what to do or to become. When done, let the model inspect the artwork and see if details fit.
Variations Limit the time the artist has to build to statue. |
Asides | |
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Game Performance
| A scene is played, which any player can stop at any time by yelling freeze. At that point, the player steps out of the scene, and tells the audience what his character is really thinking, after which the scene continues. The other characters of course are not supposed to know what players are thinking, but the players do, and should use this.
Notes Players can use this to reveal their hidden motives. Other players can play into this, or purposely ignore this knowledge.Gimmick: characters may actually have other things on their minds than what's going on in the scene. E.g. a driver stopped by a cop may be thinking about the groceries his wife told him to get at the supermarket. See also CommentingK . See also Scene PaintingG for another game that uses a similar technique.
Variations The thoughts of the players can also be provided by players off-stage. Also known as Alter EgoG. Also known as ConsciencesG. |
Assassin | |
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Game Warm-up
| Great warm-up for a group of 7+ people. Everyone picks someone to be their bodyguard, and somebody to be their assassin. Don't say out loud who picked who for what. Game starts, and everyone tries to protect themselves from their assassin, by trying to keep their bodyguard between themselves and their assassin. After several minutes of chaos everyone reveals who was picked for what. |
Association Jump | |
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Game Association Exercise Group Warm-up
| This is physical association game. All plays mill about the room. At any time, trainer yells a player's name. That player 'jumps' into a frozen position. Trainer can (but does not have to) sidecoach by shouting 'directions' (see Fast Food LabanG ) like 'horizontal', 'up', 'down', 'sideways', 'big', 'small', 'light', 'heavy'. The other players watch our subject jump into a position, and then build around that player, inspired by whatever the frozen position out subject jumped into. The end result is a still scene. Tip: precede this exercise by JumpG . |
Audience Warm-ups | |
|
Game Performance Warm-up
| Often an improvised show starts with an audience warm-up. Here are some suggestions:
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Automatic Storytelling | |
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Game Exercise Narration
| This is an exercise you can only do once with a group. Use the exercise to show that making stories is not all that difficult. Split the group in 2. Half of the players leave the room while you explain the game to the others: we are going to make stories in pairs. We will tell the other players that we came up with a great story, and they have to guess it. The catch is that they can only ask yes/no questions, and we do not really have a story. We will answer 'no' to every question that starts with a vowel or with a conjugation of 'to be' (or some other criterion). In addition, after having answered 2 consecutive No's we will always answer a yes. Let the other players back in and pair them up with the others. Each couple starts guessing the story, unknowingly creating a story as they go. Continue till they get it.
Origin This exercise is described by Keith JohnstoneR in Impro for StorytellersR . |
Back Dancing | |
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Game Exercise Group Trust
| Played in pairs. Actors stand back to back, and dance on different kinds of music. Back must stay in touch at all times. |
Balladeer(2) | |
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Game Long Form Performance SingSong
| This is like the short form version BalladeerG , but now as soon as the balladeer stops singing or finishes the song, the characters start playing and talking independently. When their scene is done the balladeer starts a new song, and so forth. |
Balladeer | |
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Game Performance SingSong
| One player is the balladeer, who starts singing a ballad about an audience suggestion. The other players actually play what the balladeer sings about, in slow motion. This is actually group story-building, as the players are inspired by the what the balladeer sings (obviously) but also, their actions can/should inspire the balladeer.
Notes You're not limited to ballads, of course. The same HandleK can be used for a Long FormC structure: see Balladeer(2)G .
Origin The Improvoholics mailed us to claim they developed this game. Well thanks guys. |
Barney | |
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Game Concentration Exercise Spontaneity Warm-up
| Silly warm-up game. Everyone in a circle, one person as a 'caller' in the middle. Caller yells a letter to one of the players; that player must come up with a name of a person, an object or a service that can be sold, and a location, all starting with the letter given. Example would be 'B' which leads to "Barney sells Bread in Bulgaria". Anything goes, as long as it comes out right away; if not the player becomes caller. |
BarPro | |
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Game Format
| The (slightly negative sounding) name is attributed to Keith JohnstoneR and refers to shows consisting of short games, played in small rooms, like bars and tiny comedy clubs. In this simple format, a limited number of players (4-6) play improv games, introduced, and usually directed by an MC. In certain troupes the players take turns MC-ing and/or directing. There are usually no judges, no score boards and no prizes to be won. Suggestions are taken from the audience, drawn out of a hat or provided by the MC. Due to the lack of space, there are usually no props or attributes, except for perhaps a coat hanger with clothes and a couple of hats; players typically mime their props. As far as we know the name BarPro is not copyrighted.
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Bartender | |
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Game Performance SingSong
| Ask for a silly problem. Player 1 goes into a bar and explains his woes to the bartender in a song. The bartender then fixes the problem in another song. See also Three MelodiesG . |
Become | |
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Game Association Exercise Spontaneity
| This one can be player with all players at a time, or you can ask the group to watch as players come up with different ideas on how to do this. Ask the players to become
At first, this will probably not lead to much. Add side coachings, like:
After a while, players should be able to come up with the side coachings for themselves. Encourage the players to try out different kind of stuff, see what they come up with. |
Bidirectional Satellite TV | |
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Game Exercise Look and Listen
| Fairly difficult combination of Satellite TVG and Satellite RadioG : players in pairs, establish a beat. Every beat, player 1 offers a movement and player 2 offers a word of a story. At the same time, players mirror each other, with a delay of 1 beat. |
Big Booty | |
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Game Concentration Warm-up
| Everyone in a circle. One player is Big Booty. The others, going clockwise, are numbered: 1, 2, 3 and so on. Now Big Booty establishes a 4-beat rhythm, saying Big Booty, Big Booty, Big Booty (followed by a rest) - repeat this until everyone got the rhythm. The game then goes as follows: Big Booty passes the buck to someone else, saying Big Booty to 7 (say) (this takes 2 beats, one for saying 'Big Booty' and one for saying 'to 7'). Number 7 then passes in 2 beats to, say number 2, saying '7 to 2'. It then continues until someone makes a mistake: if and when that happens everyone says (in 2 beats) 'Oh Shit', after which we repeat Big Booty Big Booty Big Booty (+ rest on 4th beat), twice. After that, the player that made the mistake becomes Big Booty, and everyone's number changes. New Big Booty starts the game again. |
Bippety Bop(2) | |
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Game Concentration Exercise Warm-up
| This is a variation on Bippety BopG : all players in a circle, one player in the middle who is 'it'. This player picks a player in the circle and yells 'bippety-bippety-bop' at her. If he manages to get to 'bop' before she can say 'bop', she becomes 'it'. Other possibilities are:
Feel free to invent other objects (suggestions can be found under Bippety BopG ). |
Bippety Bop | |
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Game Concentration Exercise Warm-up
| Silly warm-up to get the blood flowing. A players in a circle, one player in the middle. The player in the middle closes his eyes, holds right hand pointing in front of him, and spins around. When done spinning, open your eyes and say, as fast as you can 'Bippety Bippety Bop'. The player you're pointing to, and his 2 neighbors, need to build an elephant in less than the time the middle player needs to say 'Bippety Bippety Bop'. An elephant consists of a trunk, made by the middle player, by holding your nose with one hand, and extending your other arm through the arm that holds the hand that holds the nose (does this make any sense?). The neighboring players each form a big ear, using both arms. Don't forget to attach the ears to the elephant's head. Any player that cannot get his/her part done by the time the middle player does 'Bippety Bippety Bop' becomes 'it' and takes place in the middle of the circle.
Variations You can really invent any object or create to replace the elephant. Try
Also known as Also known as Bappety BooG. . See also BunnyG . See ElephantG for a more elaborate version of the game. See Bippety Bop(2)G for a variation that goes by the same name. |
Black Box | |
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Game Performance
| This one is played by 2 players. One holds a (mimed) black box, which has 3 buttons, one of which is red. These buttons control a player; one button might be the 'jerk your leg' button. The exact functions of each button are not defined. The other player enters and asks if he can play with the box. Player 1 agrees, but adds something like "Whatever you do, don't push the red button". Player 2 begins to play with the buttons, controlling player 2. Then, we slowly work up to the use of the dreaded red button, which will make player 2 do something not-so-obvious. This can be anything, but it should not be preconceived. The red button might become a Mood swing button, a Start Screaming, Start Giggling, Sing Opera, or Switch-to- GibberishC button. |
Blind Association Circle | |
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Game Association Exercise Look and Listen
| This one starts just like Free Association CircleG : players in a circle, establish a rhythm, and freely associate on previous player's word. As this is going on, the trainer will tap all players gently on the shoulder, at 3 times:
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Blindfolded Scene | |
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Game Limitations Performance Trust
| Players are blindfolded and then play a scene.
Variations Have the players play barefoot and have mousetraps on the stage. Not very nice but we've seen it done. Also known as MousetrapsG. |
Blind Freeze | |
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Game Association Exercise Performance Warm-up
| This one is just like Freeze TagG , but here the MC calls Freeze, and calls in another player. If you're not using an MC, any player might call Freeze and call in any other player. Many groups find this game more exciting than Freeze TagG , as players don't know when they get pushed in the game, and hence are less prepared, and crazier, more exciting stuff tends to happen. |
Blind Harold | |
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Game Exercise Limitations Long Form Look and Listen Performance
| This is really a listening exercise, though it has been performed as a Long FormC for audiences. Basically, this is a HaroldG , played with all players sitting down with their eyes closed. For a performance one would turn all the lights off in the theater. See also The BatG . |
Blind Lead | |
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Game Exercise Group Trust
| One player is blindfolded, and the room is filled with obstacles (put a couple of chairs everywhere, leave all kinds of junk on the floor). The idea is that the rest of the group will lead the blindfolded player through the room, by talking. Also known as AirplaneG. A helpful reader offered us an explanation for the name 'Airplane': The blindfoldee (or just eyes closed) is led through a maze composed of furniture and the other actors. He is an "Airplane" lost in the fog being talked down by the "Air Traffic Controller", who must remain in his/her "Tower". Standing on a chair/rehearsal block lends visibility for the controller. The airplane also only has a limited amount of fuel left (1-3 minutes, whatever) to reach a safe landing (arriving at the Tower). The airplane is also allowed two "brushes"-limited contact with an obstacle. The third brush or a direct hit or stepping on something directly causes a "crash". They may step around, over or under the obstacles. Also, the airplane can only fly forward. It can turn in any direction, however. The directions must be given from the pilot's point of view; a good exercise for fledgling directors. You can also destroy all the trust you've built up in your class by completely clearing the deck and torturing the Pilot. Believe us, someone will suggest it. Also known as Obstacle CourseG. See also FingertipsG for a similar exercise. |
Blind Line Up | |
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Game Group Introduction Warm-up
| This one is like Group OrderG , except that everyone keeps their eyes closed, and no talking is allowed while the group lines up.
Notes
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Blind Musical | |
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Game Performance SingSong
| This is like a musical version of PocketsG : ask the audience to write simple sentences on slips of paper. Hand each player 2 or 3 slips (they're not allowed to read them yet). Play a scene or series of scenes. Players draw slips of paper at random, and every time they do, they start a song that starts with the sentence on the slip. Try to integrate the info on the slips into the story, of course!
Variations Leave the slips of paper on the stage for players to pick up. |
Body Hide | |
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Game Exercise Group Introduction Trust
| Excellent exercise to get to know each other, and to learn to trust and touch each other. 5 volunteers. 4 of these must try and hide the fifth person, using nothing but their bodies. The other students stand around the group and try and see pieces of the fifth's clothes, shoes, skin. It's great fun for the other students to watch and try and find uncovered pieces of person. Don't tell them they go next, with one person less.
Variations Try this game with less and less 'hiders'. If the task becomes impossible, tell them they can use parts of walls. Using a corner is easiest, of course, but let them figure that out themselves. |
Boris | |
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Game Exercise Narration Performance
| 2 players play an interrogation scene. One is the interrogator, the other is a suspect. The interrogator randomly throws unconnected elements to the suspect, who needs to incorporate these and get himself into (even more) trouble. And then we have Boris, who is a nasty, huge, but invisible thug assisting the interrogator. Every time the interrogator does not like the suspect's answers (and also when the suspect does not incriminate himself enough), the interrogator calls on Boris to torture the suspect, prodding him to confess or incriminate him even further.
Notes
Origin Attributed to Keith JohnstoneR . |
Bunny | |
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Game Energy Exercise Warm-up
| Extremely silly game, to pump up the energy. Get everyone in a circle. One player becomes the body of a bunny - this is done by holding both arms in front of your chest, elbows touching your rib cage, and letting hands hang. Her 2 neighbors become the 'ears' of the bunny, by waving a hand next to the middle player's ears. All 3 say 'bunny bunny bunny' together, until the middle player 'throws' a 'bunny' to another player in the circle. This player becomes the bunny body, and his neighbors get to do the ears. Play this game at a high speed. Mumbling 'bunny bunny' en masse gives a nice energy boost.
Variations Play in slow motion. Hilarious!Alternatively, you can really invent any object or create or replace the bunny, as long as you invent a sound along with it. Try
See also Bippety BopG . See also Killer BunnyG . |
Cards | |
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Game Performance
| Ask the audience to write short sentences on cards. Give 2 players 3 cards, which they put in their pockets. Then they play a scene. At any point in time, instead of saying whatever they think they might say, they take a card, and read what's on the card. Whatever is said should be justified. See also Actor's NightmareG . |
Card Status | |
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Game Endowment Limitations Look and Listen Performance Status
| Excellent StatusK game. 4 players. Ask an audience member to pick 4 cards out of a deck, and attach a card to each player's forehead, so that players can see each other's card, but not their own. Use a rubber band or a piece of string for that. The idea is to play a scene, in which the status order of the characters is defined by the cards. Evidently, players don't know their own status, so the other players will have to endow them.
Notes Set up a location where status is important. Examples would be a Royal Palace or a highly organized bureaucracy (the White House ?).
Variations
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Cat and Mouse | |
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Game Energy Warm-up
| All players in pairs. One player is cat, one other player is mouse, and all others stay in pairs, arms hooked together. Cat chases mouse; when mouse is caught then mouse becomes cat and vice versa. However, mouse can escape chase by hooking into any pair of other players. At that point the player at the other end of the pair becomes cat and the cat becomes mouse. |
Catch'em | |
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Game Concentration Energy Exercise Warm-up
| One player is 'it' and stands at one end of the room, facing the wall. The other players at the other end of the room. Players need to try and get to the player who is 'it' without 'it' seeing them move. The player who is 'it' can turn around at any time - at that point everybody else needs to freeze. Anyone who is caught moving is out. Also known as Bear of PoitiersG. (see Games for Actors and Non-actorsR ) |
Circle of Knots | |
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Game Exercise Group
| Form a circle, holding hands. Then, any player can start moving about, making knots in the circle. Do this gently, and keep holding hands.
Variations
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Circle Sitting | |
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Game Group Trust Warm-up
| Have everyone stand in a circle, really close to each other, facing inwards. Then ask everyone to make a quarter turn left. Make everyone stand even closer to each other. When ask the whole group to sit down. If everyone is really close, they will end up sitting on one another's knees, and the whole construction supports itself. If well done it's even possible to make the circle walk. Indicate which foot to start with ;-) |
Clap Snap Association | |
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Game Association Exercise Warm-up
| This one is like a Free Association CircleG , except that the rhythm is more explicit. Here's how to do the rhythm: each beat consists of 4 phases:
Variations
Notes If you do this with 2 circles, you will probably find that the rhythms for both circles synchronize. |
Clap Snap Stamp | |
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Game Concentration Warm-up
| All players in pairs, facing each other. We're going to count from one to three, each player one number at a time, and we keep repeating this. So player number one would go one, three, two, one, three, and so on. Once they get this, we replace the 'one' with a 'snap' (snap your fingers). Once everyone is into that, we replace the 'two' as well, with a hand-clap. Finally, we replace the 'three' as well, with a stamp of the right foot. Play at high speed! |
Click Bang you're dead | |
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Game Concentration Exercise Introduction
| Description: all players sit in a circle. Only one player should know how to play and what the secret is; this player is the leader at first until others catch on. This person points at random people in the circle each time saying either “click†or “bangâ€; they should make it sound and look like what they’re doing has to do with math or the order they are going etc… THE SECRET: It really doesn’t matter who is pointed to, what is said, when they are pointed to, who it begins with or who it ends with, it just depends on who speaks first after the clicks and bangs are done. So the person who begins (the one that knows what’s going on) will declare whoever talks first dead by saying “you’re deadâ€. That person isn’t “out†or anything, it’s just for effect. The game continues until the players catch on. If somebody thinks they get it, the leader gives them a chance to say the clicks and bangs and they get to announce who is dead; the leader will then be able to tell if they understand the secret if they announce the right person as being dead. Make sure that once the players begin to catch on, they don’t spoil it for the others by letting the cat out of the bag. Also, the game is best if played with ten or more people. Contributed by Jeannie Smith from Hawai. Thanks for that Jeannie! |
Columbian Hypnosis | |
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Game Exercise Trust
| Played in pairs. One player holds her open hand, fingers upward, about 2-3 inches from her partner's face. She then starts moving her hand about slowly, while her partner tried to keep his face at exactly the same distance from her hand, like her hand is pulling of pushing his face about. Switch sides and partners after a couple of minutes.
Notes This is really also an exercise for the hypnotized, as she needs to ensure that her partner is able to follow her.
Variations Use both hands.
Origin Described in Augusto BoalR 's Games for Actors and Non-actorsR . |
ComedySportz | |
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Game
| ComedySports was started by Dick Chudnow in 1884 in Milwaukee. It's a format of competitive improvisational comedy that resembles Keith JohnstoneR 's TheatresportsG . The format is currently played by a dozen-plus teams all over the USA, united in the Comedy League of America. In a ComedySportz show 2 teams complete for points given by the audience. A referee oversees the match, times the games, calls fouls and gets audience suggestions. A match consists of something like 7 to 12 games, drawn from a repertoire of over a hundred games (you'll find most of these games in the Games section of Improv Encyclopedia). In terms of gimmicks, you have the 'brown bag foul', which is a brown paper bag placed over the offending player's head. |
Coming Home | |
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Game Characters Environment Exercise
| Ask players to think of someone they know. Then ask them to play how that person would come home from work. Players need to pay attention to
Variations You can come up with other situations in which characters enter a location. |
Complete Bodies | |
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Game Exercise Look and Listen
| Players in pairs. One player takes a position, using all parts of her body. The other player completes that position, by folding over/in/around the first player, without touching her. First player then completes second player in another pose, again without touching. As a next step, do the same, but tell a story, one sentence at a time, providing a sentence every time you move. |
Concentration Circle | |
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Game Concentration Exercise Warm-up
| Place all players in a circle and number them sequentially, starting with a random player. The players then establish a rhythm, for example by swinging their left hands up and down. Have player 1 start; when her arm is up she shouts/throws a number. The player with that number needs to throw another number at the next beat. Players that fail (if they did not recognize their own number) or that break the rhythm become the last player in the circle, and that changes the numbers for a bunch of players. Restart with player one. See also Big BootyG . |
Confessions | |
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Game Performance Verbal wit
| Not exactly theater but fun when played well. The MC gets a bunch of 'confessions' from the audience. These can be really lame, like e.g. 'I vote democratic', 'I used to be a man', 'I sold a kidney', whatever. Then players line up. One player steps forward, and gets a confession from the host. Player utters the confession in a character, and immediately another player jumps in and offers a witty reply. Do this as long as players have ideas for replies. Then replace the first player by a new one, give her a new confession and repeat ad libitum. |
Continuing Emotions | |
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Game Continuation Performance
| A 'neutral' scene is started, and is then interrupted (frozen) several times by the MC. The scene is then continued but all characters switch to an emotion provided by the audience. |
Continuing Styles | |
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Game Continuation Performance
| A 'neutral' scene is started. This scene gets interrupted several times by the MC, and then continued in a film/ literature/ drama/ TV-program style provided by the audience. The platform and the story need to continue flawlessly. |
CopyCat | |
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Game Association Exercise Performance
| CopyCat goes like a verbal Freeze TagG . A scene is started. At any time, a player at the side can step forward (the playing players hold off for a moment) and repeats a line that was said in the scene. Whoever originally said that line, steps aside, and the remaining players start a new scene starting with the line that was repeated.
Variations Feel free to actually continue the ongoing scene rather than to start a completely new one. Feel free to replace all the players instead of just the player who said the last line.Rather than just stepping in and repeating a line, you might want to call 'FLIP' (or freeze). This variation is known as Also known as FLIPG. . |
Crabtrees Conundrum | |
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Game Limitations Performance
| This game is taking from Mrs. Crabtree from South Park. 2 players start a scene and every now and then a player will say "What'd You Say?" And the other player must come up with a completely different phrase that rhymes with the one just said. For instance. Christine, I think you are as sick as a dog!! What'd you say? I said I think we should go for a jog, it's a really nice day.. and so forth. |
Cross Circle | |
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Game Concentration Exercise Introduction Warm-up
| Perfect game to learn each other's names. Everyone in a circle. One person (A) starts by calling another person's name (B). At that point, A starts walking towards B. Before A gets to B, B needs to call another name (C), so B frees her spot in the circle, for A to take. C then needs to call yet another name and start walking, so B can take C's spot.
Variations Instead of calling names, players can pick another player by making eye contact (and nodding to acknowledge that eye contact has been made). This demands a lot of concentration.You can have more than one cycle going, if the group is big enough. Also known as Name GameG. Also known as Shriner's Warm-upG. |
Cut | |
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Game Format Long Form
| This Long FormC game is played with 6 to 15 players. 2 players start a scene, perhaps based on an audience suggestion. In the middle of the scene, any other player can call 'Cut', and start another scene, dragging one or more other players in the scene. All scenes are interrupted this way, and the idea is that all scenes come together in one story. Cut scenes can be continued later. Usually, every player sticks to one character. This game can be played with or without a director. Also know as Also known as SoapG. .
Variations Usually, we decide on a category before the start of this game. Possible categories are
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Dating Game | |
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Game Endowment Performance
| This is played like a Blind Date show. One player leaves the stage, and the audience provides endowments for the 3 others. Examples might be No. 1 is stupid, No. 2 is a serial killer and No. 3 thinks he's a macho. 4th player gets to ask 3 questions, and each of the others answers it. After the questions player 4 should guess what the endowments were. |
Day in the Life | |
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Game Audience Participation Performance
| The MC picks a member of the audience and interviews this person about their average (work) day. Questions asked may include 'What is your job?", "Where do you live, with who?", "What are your hobbies?", "How do you get to work?", "Who are your colleagues?", and more. The players then improvise a day in the life of this audience member, based on the elements provided by the interview. See also Ding DongG . |
Death and Retriever | |
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Game Exercise Group Trust
| This one is like ScorpionG , but in this version killed players are not 'out', but can be revived. Everyone eyes closed, one player becomes the killer (tap him on the shoulder) and another one becomes the retriever. The retriever gets a towel of a scarf around her neck. Dead players scream when they are killed, keep their eyes closed and stand still. When the retriever bumps into someone that does not move (a dead body) she can revive the dead by rubbing them with the towel. When the retriever gets killed, she screams and stops moving. When another living person bumps into the retriever (recognized by the scarf), the retriever is revived, and the one that revived the retriever becomes the new retriever. Play till everyone is dead or bored. |
Death in a Minute | |
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Game Limitations Performance Timed
| 2 or 3 players play a 1 minute scene, in which one player must die.
Notes Tell players to take risks. Why not just drop dead after 5 seconds and leave it up to the other player to justify the death. |
Deconstruction | |
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Game Long Form Performance
| This is a Long FormC format. It starts with one rather long scene, which is followed by other, probably shorter, scenes that somehow connect to the first scene. Possible connections are:
The reason why the first scene should be fairly long is that it should provide enough information for other scenes to build on. The name 'Deconstruction' can be interpreted as "Take a first scene, and then deconstruct it by using characters, locations, situations, played or referred to, and play/re-use those in further scenes".
Origin Deconstruction originated at ImprovOlympic in Chicago.For a long discussion about the format and its origin see Chicago ImprovR . |
Diamond | |
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Game Continuation Performance
| 4 players in a square; 2 in front, 2 behind them. The MC or host asks for an audience suggestion for the 2 players in front. Then the host asks the players to turn the square (to the right or to the left). So now we have a different combination of players in front. These 2 get an audience suggestion. Turn again and ask for suggestion again and do this once more. Then have players take their original position. The game is played as follows: the 2 players in front start a scene; the 2 players in the back move to the side to clear the stage. Players play until the host yells "Call", at which time all players step back to their original positions in the square. MC then calls Right or Left, and square turns accordingly. The 2 players in front start playing a scene based on their suggestion until MC calls again. This is repeated. When 2 players are up front for the second or third time, they continue their previously played scene. They can either plainly continue it, or continue at some time in the future (a day later, a year later, a century later). |
Ding Characters | |
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Game Characters Exercise
| This is like DingG : players play a scene. When a bell is rang, they both need to drop into a completely different character, but the scene continues. This exercise is unlikely to lead to good scenes, but it's a great help to teach players to drop into clear and varied characters instantly. |
Ding Dong | |
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Game Audience Participation Performance
| This is a variation on Day in the LifeG : pick an audience member and ask her some questions about her day. Then play that day. Every time the players 'guess' something incorrect the volunteer says 'Dong'. Players try to correct until they get a 'Ding'. Example. Player is in bed in the morning and the alarm clock goes off: BZZZ. You get a 'Dong'. Try again and alarm clock starts playing the radio. Another 'Dong'. Try again and player is woken up by the neighbour drilling a hole in the wall. 'Ding'. You got it. Continue with breakfast, and so on. |
Ding | |
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Game Exercise Performance Spontaneity
| A scene is played. Whenever the MC ring a bell (or yells 'Ding'), the player that is doing something/saying something needs to say/do something else.
Notes Doing 'something else' is quite often interpreted as doing/saying the opposite of what you did before. One can be more creative, e.g. repeat what was said in a different emotion.If you use this as an exercise on SpontaneityC the trainer can 'Ding' quite often (very frustrating for the players, but they will come up with stuff they never would have thought of before). Disadvantage of this is that the story/characters tend to get lost. Use sparingly for performance. Also known as Other ChoiceG. |
Disc(1) | |
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Game Exercise Limitations
| Tell the players to imagine the stage is a disc, only supported right in the center of the stage. We are going to play a scene, in which the disc needs to be balanced at all times. Anytime a player moves, or a new player enters, the others need to rebalance the disc, and every move needs to be justified.
Notes Also known as PivotG. There is another version of this game - see Disc(2)G . |
Disc(2) | |
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Game Exercise Limitations
| Imagine the stage is a large disc, supported in the middle. The goal is to keep the disc balanced. Game starts with a player entering the disc; he is the leader. As soon as the leader stops milling about on the disc, another player must jump in and restore the balance. The new player becomes the new leader, and the previous leader becomes a follower. As soon as the balance is restored, the leader can start walking around; the other player stays where he is. As soon as the leader stops again, the follower(s) move and restore the balance. After that, the leader becomes one of the followers, and a new leader jumps in. The group of followers may split into groups of equal size, and restore the balance that way. Keep in mind that followers don't start moving until the leader stops. See also Disc(1)G . |
Dissociation | |
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Game Association Exercise Warm-up
| This game can be done individually, or you can have one player do it in front of the class. Players say as many words that have nothing to do with each other, until they start associating. Restart as soon as you've got an association. Example: cat, deodorizer, house, green, grass. Here we restart, because grass is obviously an association on green.
Notes You can use this game to show that association is natural, and that it is actually difficult not to associate. See also MalapropismG . |
Distance Game | |
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Game Exercise Limitations
| Two players stand a few feet apart facing each other and have the most boring 4-line interchange possible. They then each secretly pick a specific distance they want to be from the other person and repeat the interchange while maintaining the distance. The maintaining of distance automatically seems to affect people's emotional commitment and inflection. The key is to have a specific distance in mind down to the inch. If one person picks 1 foot but the other picks a foot and a half. You will see some interesting conflict because of that extra half a foot.
Variations Play a scene where the players are connected by a stick, a piece of rope or wood. You can even use a match stick. |
Distorting Mirror | |
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Game Concentration Exercise
| This is a variation of the classic MirrorG exercise. Played in pairs, one player is designated as the mirror. This mirror distorts the image; perhaps it blows everything up, makes everything wider, taller, smaller, narrower, prettier, uglier. |
Doors | |
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Game Environment Exercise
| Excellent introductory exercise for building environments and PlatformK . All players in 2 rows. 2 facing players play the exercise, the others watch. Player 1 sets a (part of a) platform by miming a door. As soon as player 2 has an idea about where player 1 might be, player 2 steps into the scene and offers a line of dialog, expressing where we are. Player 2 answers player 1, acknowledging player 1's offer. This ends the scene. The audience should know after these 2 lines of dialog where the players are, and who they are, or what their relationship is to one another.
Notes 'Doors' can be anything that separates one physical location from another. Players can mime real doors, but also gates, curtains, you name it. Encourage players to try out as many types of 'doors' as possible. Use sound to enhance the platform, e.g. a door in a submarine makes a different kind of noise than an elevator door.See also Three Line EnvironmentG . |
Doo Wop(2) | |
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Game Long Form Performance SingSong
| This is another structured long form. Get a topic, line up the players, and start improvising a song around the theme, usually without using a piano player (it would get too structured and cluttered if you so). Use the suggestion to improvise instruments (or their sound) with. Players can offer bits of NarrativeK by singing over the 'music'. Once the narrative patterns are clean, any player can step out of the song and start a scene based on what was established. When the scene is done the 'music' resumes till someone else starts a scene. Nice if the scenes start to connect, or if characters from different scenes meet and interact.
Notes This is a bit like a HaroldG but without the games. Or like a French BraidG where the glue between the scenes is the song. |
Doo Wop | |
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Game Performance SingSong
| This is another structured song format, sung as a 1950's doo-wop. It can be structured in various ways. Here's one in 5 beats: ask for an object. Then
Feel free to drop e.g. the first of second chorus if you feel it drags you down. Feel free to modulate after the bridge, or not.
Notes Here's a possible chord progression:
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Do Ron Ron | |
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Game Performance SingSong
| 4 players sing a song about a subject, given by the audience, on the tune of Do Ron Ron.
Variations Invent your own choreography and have the players dance as they sing. |
Double Blind Freeze | |
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Game Limitations Performance
| This is an extension of Blind FreezeG : 2 players in scene, the others line up with their backs to the scene. Whenever the audience yells Freeze! the 2 players at the end of the line replace the 2 players on scene, and start a new scene, from the positions the original players were in. |
Double Endowment | |
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Game Endowment Look and Listen Narration Performance
| Another great game to train listening skills. Pick a place where a scene will be played, and 2 players. Tell each player what they need to get the other player to do, without the other player knowing this. Players are not allowed to explicitly tell the other player what to do. Example: an arena in ancient Rome. Player 1 needs player 2 to taste the sand in the arena, and player 2 needs to get player 1 to tie a knot in a lion's tail.
Notes Works best is players take risks. If they to the 'wrong' thing the audience will probably just laugh, and that should be enough to signal the player he's going the wrong way. |
Double Opening | |
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Game Exercise Limitations Look and Listen Narration
| 2 players each make a (strong) opening sentence, at the same time. After that, adhering to both openings, find the scene that makes sense for both.
Variations Do the same, but have both players react to each other's opening simultaneously. Then have the original players react to the reaction simultaneously. Rather difficult, but teaches the importance of listening to one another. |
Dry Cleaning Bag of Death | |
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Game Limitations Performance
| We need three or four players. During the scene, one player is always off-stage, with his head inside a dry cleaning bag, slowly suffocating. He is not allowed out of the bag until some other player finds a way to to exit the scene and 'liberate' the suffocating player. New player puts his head into the bag until freed by another player, and first liberated player finds a way to justify his entrance into the scene.
Variations Use a bucket of water instead of a dry cleaning bag - that's called Also known as Bucket of DeathG. . |
Dubbed Movie | |
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Game Performance
| 2 or more actors play a scene, but they don't speak, although they can move their mouths as if they are speaking. 2 or more players sit in front of the action, and provide the speech. The effect is (or should be) like watching a dubbed movie. |
Duck Duck Goose | |
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Game Exercise Group Warm-up
| Invent a name for a non-existing but simple children's game. As soon as you call out the name, all players start to play the game. They can use sounds and gibberish, but no real language. See if the group can come to playing along the same rules.
Variations Just have the group start playing the game, and afterwards have the group come up with the name. |
Eights | |
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Game Warm-up
| Excellent game to warm up those muscles. Everybody scatter around, stand up relaxedly. Ask the players to make an '8' movement with their left big toe, then their left foot, then whole left leg. Repeat with right toe/foot/leg. Repeat with left index finger, left hand, left lower arm, left arm. Repeat with right hand/finger/arm. Try both arms. In opposite directions. Make 8-shaped movements with your pelvis. Try horizontally and vertically. Try changing direction. Ditto for left shoulder, right shoulder, both shoulders. Ditto for your head. End exercise by making eights simultaneously with as many parts of your body as possible. |
Elephant | |
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Game Concentration Exercise Warm-up
| This one is like an extended version of Bippety BopG . Start with 3 things:
One player in the middle. Point to a person and yell Elephant (or Palm Tree, or whatever was agreed). Then choose another player and yell something else. Do this at high speed. Now for the extension: when someone makes a mistake, look at what the person does, and add that to the list of possibilities. For example, someone might be waving their arms incorrectly in from of them, trying to build the trunk of the elephant. If the group things this resembles, say, a swimmer, we decide on adding a swimmer to the list of options. Say the middle player does the arms and her neighbor do the legs. Repeat until you have so many options that everyone goes wrong... |
Emotional Mirror | |
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Game Concentration Exercise Gibberish Warm-up
| Players in pairs, facing each other. One starts talking in gibberish, with a specific emotion (angry, happy, in love, you name it). The other instantly copies the emotion of the first player, and speaks in his own gibberish. No need to try and copy the other player's gibberish, and both players keep talking, no pauzing allowed. After about 10 seconds, the second player changes emotion, and the first one immediately follows her. |
Emotional Quadrants | |
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Game Limitations Performance
| Divide the scene in 4 quadrants, and allocate 4 different emotions to each quadrant. Players play a scene, but need to take on the emotion of the quadrant they are in.
Notes Encourage players to move about, in order to force changes of emotions. Don't forget to justify emotion changes. |
Emotions Characters | |
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Game Characters Exercise
| Players in pairs, arms loosely hanging (not folded, not stuck in pant pockets). Players look at each other with pity. No words or sounds allowed, and no use of hands. Ask everyone to change partners. Players are asked to look at each other lustfully. Change partners again. Players are asked to look at each other joyfully. Then yell any of the three emotions. Players need to find back the partner with which they did that emotion and do it again. Repeat this several times. Then ask players to walk around the room. When they meet one of their 3 partners, they return to the look that went with that partner. In between partners they stay neutral. You can try more or different emotions, of course. |
Energy 1-10 | |
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Game Energy Exercise Group Warm-up
| Everyone in a big circle, squatting down. We will count 1 to 10, all together, moving up, with increasing energy level. 1 is hardly audible, 10 is as loud as possible, everyone standing straight, hands reaching up. It's important to watch each other, to ensure we're all at the same energy level. Also make sure that the increase in energy is nicely gradual. |
Evil Twin | |
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Game Performance
| 4 players. 2 will play a scene. The other players are the other's evil twins. At any point, the 'twins' can shout 'freeze' after which they tag out their twin, and continue the scene and do something evil. After that, they move out again, and the original twin brother needs to justify the evil, correct or repair the damage done and continue the scene.
Notes Great setups for this game are things like first dates, or meeting your in-laws for the very first time. |
Exaggeration Circle | |
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Game Energy Exercise Warm-up
| All players in a circle, or a long line. One player starts a little gesture, with or without a little sound.. The next player takes it over and makes it bigger. The last player does the whole thing to the extreme.
Notes Make sure the players stick to the original gesture/sound, and don't just do their own thing. We should be able to see the movement grow organically. |
Excluding | |
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Game Exercise Group
| 4 players play a scene, in which one of the players gets excluded.
Notes This is a group exercise, in the sense that players should be sensing where the majority of the group is going (see Alien Tiger CowG ).Tell players not to be afraid of 'being nasty' - be extreme in your exclusion (that makes it easier, also for the player that is excluded - see Mr. Nice GuyK ). Whoever gets excluded should gladly accept this and react accordingly. Excluded players can go to extremes to be re-included - hilariously funny if even this is thoroughly ignored by the others.
Variations Let the exclusion evolve; allow a player that got excluded to get 2 others to join him and exclude the fourth one. This only works if the excluded player first allows herself to be excluded (a little ChivalryK here).Also known as AlliancesG. . This game was originally created as a pattern game for long form shows at the Theatresports London Impro Lab in the late 1980's. The whole point of the game is NOT to actively try and exclude anyone. The exclusion of one player should happen as a result of the other players making alliances with one another. If you don't do this the scene doesn't form very good patterns and the players get too competitive. You also miss the slow, sliding status drops and the desperate attempts to hook into an existing alliance, that happen when a player is starting to realize that they are being excluded. A good way to start this game would be:
Big thanks to Alan Marriott of Crunchy Frog Collective and Grand Theft Impro (London, England) for the additional info on Alliances. |
Family Portraits | |
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Game Association Group Warm-up
| Fun game to get everyone to work together. Players are going to 'build' family portraits. Ask for e.g.
Tell the players you will want to see who's who in the family. We also want to see who gets along with who, who's the black sheep of the family, and so on. This only works if players watch each other closely. |
Famous Last Words | |
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Game Performance Verbal wit
| MC asks the audience for famous (living or dead) people, or characters in movies, cartoons or songs. Players line up and invent 'famous last words' for the subjects given by the audience. |
Fast Food Laban | |
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Game Characters Exercise
| Laban was a movement theorist, and this exercise is based on (a simplified form of some of) his ideas. Take 3 categories:
Notes The attributes go with the characters, not necessarily with the actual performer's body. A heavyset person may move about delicately.
Variations You can introduce this in a fairly simple way, by asking the players to move about the room, according to directions or orientations:
Then experiment with these: be suddenly light (bird taking off from a tree) or continuously light (be a cloud). You can do this using different kinds of music. What direction / weight / movement does a certain song or theme inspire? Then try to experiment with characters: who or what would be vertical person be (a general?). What/how would be continuously light person be (stoned?). Suddenly light (flirty?). See also Fast Food StanislawskiG .
Origin Attributed to Keith JohnstoneR . See Impro for StorytellersR . |
Fast Food Stanislawski | |
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Game Characters Exercise
| Have 2 players perform a scene, perhaps give them a title or a location, but also give them a subtext for their character. Subtexts might be:
Notes If you are using this in a workshop it might be a good idea to ask the players how one would behave given a certain subtext. Stress that you are looking for TruthfulnessK . This is an excellent technique to find a character. You can actually use this for performance - just give yourself a subtext when you jump onto the stage and see what happens. See also StatusK .
Origin Described in Impro for StorytellersR : the book contains an appendix on how to play for different subtexts. |
Fast Forward | |
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Game Performance
| For this handle we need a 'director', or the MC can take on this role. A scene is started. The director can at any point interrupt the scene, and fast-forward (or backward) to another point in time. The story is then continued in that time. This technique can create flash backs. Also known as RewindG. Also known as Directors CutG. |
Feature Film | |
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Game Long Form Performance
| This is a collection of scenes, all based around (the making of) a movie. One character we definitely have in this format is a Director, who can direct the players to re-play poorly played scene, and who can offer parts of the storyline or TiltsK . before they actually get played. Apart from seeing the scenes from the movie itself, we can (but don't have to) see scenes of what is going on behind the scenes (so you can have a totally different sub-plot going on there, if you want). Some groups also involve the guy that actually wrote the script (as in TypewriterG ). Also known as Also known as At The OscarsG. : where we start the performance with an Oscar nomination (or win) for the Director. |
Final Freeze | |
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Game Limitations Performance
| This is an extension of Blind FreezeG : players try to do callbacks from previous scenes in the Freeze. Recycle characters, situations, or even continue scenes that were frozen before. |
Fingertips | |
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Game Trust
| Played in pairs. Players touch all ten fingers, and one player closes her eyes. The other player leads the blind player by his fingertips. Make sure you have some obstacles in the room to navigate around/over/under. See also Blind LeadG for a similar exercise. |
Firing Squad | |
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Game Association Warm-up
| This is an association game, sometimes used in workshops to 'punish' a silly or inattentive student. All players, except one, the victim, form a long line. The first player in the line throws any word to the victim, who responds as fast as he/she can with the first word that comes to mind. The next player in the line then throws another word, usually unrelated to the previous word, and again the victim needs to respond as fast as possible. Repeat till everyone has thrown a word.
Variations This can be done as a continuation game: when done, the victim takes last place in the line, and the first player becomes the victim.You can even have multiple victims walking the line at the same time. Make sure there is enough 'space' between the victims, otherwise, with the first hesitation, victims will start bumping into one another. |
Five Four Three Two One | |
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Game Format Long Form
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This is a long format, origin unknown, and has resemblance to a HaroldG . 5-4-3-2-1 can be played with 4 to 12 players. In this format the audience provides 5 different themes, objects, emotions, locations or situations. Then, the game is played in 5 rounds. In the first round 5 scenes are played, each based on one of the audience suggestions. These scenes are totally unrelated. After the first round the audience decides which of the 5 scenes seen should be discontinued. In the second round, the 4 remaining scenes are continued, and links start to appear between these scenes. Again, after this, the audience decides which scene to dump. This continues until after 4 rounds there are only 2 scenes left. In the fifth round these scenes come together in one final scene. This format can be played with or without props and/or director(s).
Variations This can also be played without dropping a scene line. In that case you'd probably use 3 rather than 5 scenes. Also known as TriptychG. Also known as TapestryG. |
Flock Dance | |
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Game Exercise Introduction Warm-up
| This is a physical warm-up. The group forms a pyramid: one player becomes the top, 2 players behind her, 3 players on a third line, and so on. The top player starts moving about the room (perhaps use music to guide the players). The second line follows the first player, and mimics her movements, and the third line follows the second line. The top player can alternate however she wants (and can be guided with e.g. a change in the music). The top player can even turn around, and face the second line. Confusion will be complete. Other variations can happen when the top player bumps into the last line, and takes over their movements. See also AerobicsG |
Follow the Leader | |
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Game Exercise Group
| All but one in a circle, one player in the middle. The middle player closes her eyes, and the rest of the group quietly chooses a leader. Middle player opens her eyes and tries to find the leader. The whole group follows the leader, in everything he does. As soon as the middle player finds out who the leader was the game is over. This only works if movements are clear, not too fast, and if the group 'follows the leader' as fast and as precisely as possible. |
Follow your Nose | |
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Game Exercise Warm-up
| Silly physical warm-up. Have everybody mill around the room, and shout a body part. Players then start moving around as if they are leaded by that body part. Continue with another body part. End the game on a really silly note by leading with e.g. your internal organs. Also known as Foot SoldiersG. |
Foreign Movie | |
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Game Gibberish Performance
| 2 players play a story in GibberishC , 2 others translate. The idea is to build the story together: the 'actors' give elements to the translators, and the translators can help steer the action for the 'actors'. Also known as SubtitlesG. |
Free Association Circle | |
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Game Association Exercise Warm-up
| Everyone in a circle and we establish a rhythm, by swinging a hand. Once a rhythm is established, one player starts by tossing a word to his neighbor, who associates on the word and tosses another word to his neighbor. It's important to stay in the rhythm. Tell the players to just say 'banana' if they feel they can't think of a word, as long as the rhythms does not get broken. See also Word BallG and Clap Snap AssociationG .
Variations Try this in combination with Last LetterG . See Blind Association CircleG for another variation. |
Free Association | |
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Game Association Exercise Warm-up
| This is the classic association exercise. There are various ways of playing this (see Variations and see other games in the AssociationC category. The Basics In a free association we will ask players to say the first thing they think about when hearing (or seeing, feeling, smelling or tasting) anything another player provides. It should be stressed that anything is valid, as long as it is not preconceived: the association should be based on what the previous player has offered.
Variations Here is are list of Free Association games:
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Free Association Lines | |
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Game Association Exercise
| Yet another way to play association games. Place all players on 2 lines, facing each other. One player starts walking to another player in the other line. Just before he gets to that other player, he throws her a word. The receiver starts crossing the line towards someone else, and the first player takes her place in the line. The receiver now becomes the thrower, throwing the first word she can think of to another player, who then starts walking, and so on.
Variations Try with 2 or more walkers at the same time. Many players, especially new ones, tend to find it easier to freely associate when there are multiple walkers: they feel less 'on the spot' (as no-one is watching them in all the commotion) and they don't really have the time to get in their heads.Can be combined with Last LetterG . |
Free Falling | |
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Game Exercise Trust
| Nice, but a bit dangerous exercise to build trust. In it's simplest (and safest) form all players stand in a circle, one player in the middle. The player in the middle closes her eyes, slowly turns around, and then lets herself fall backwards (or forwards). The other players need to catch her.
Variations Be careful with this: have one player stand on a chair or a table , the others in front of him. Player closes his eyes and lets himself fall, hopefully he will be caught by the others. |
Freeze Tag | |
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Game Association Exercise Performance Warm-up
| 2 actors start a scene. At any point in time another player can call Freeze. This player then tags out one of the 2 actors, and takes his place. Both players then start a new scene, justifying their positions.
Notes The way this game is played quite often goes a bit against good improv, as many groups hardly take the time to develop a story line. If played this way, it's more a game of wit, and you would probably use it early in a show as an audience (and player) warm-up.Alternatively, you can take your time and play every scene for several minutes, see what develops, and only at the end of each scene tag into another scene. To avoid preconceptions, see Blind FreezeG . See also Space JumpG for an extension of this game. |
French Braid | |
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Game Format Long Form Performance
| This is a very simple format, which consists of a number of (unrelated) scenes, that get interrupted, and then continues at a later point. It is played as follows: 2 or more players start a scene. At any time, when another player or players enters the stage, the scene is interrupted (or fades out) and the new player(s) start a new scene. This is repeated until all players have played. Then the series is restarted with the first scene. This scene continues, or starts at a later point in time (or later in the story, like a Fast ForwardG ). The scene gets interrupted again, and so forth. The whole is repeated several times. This is typically played without a director - the players decide when to interrupt an ongoing scene. Players typically play one character. |
Front Desk | |
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Game Characters Environment Exercise
| We play a scene, set in the lobby of a hotel. One or more players play the receptionist(s) and the others play guests arriving or checking out, bell boys, repairmen, you name it. Players construct the environment together - as soon as a door, a plant, a desk or whatever is 'placed' by any player, all other players should respect it. See also Group EnvironmentG . |
Fruit Basket | |
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Game Concentration Exercise Warm-up
| All players but one sitting a circle, one person in the middle. The person in the middle calls out a category or some descriptive that might apply to some or all of the other players. E.g. all women, all blondes. When called, if a player matches the description must leave her chair and find another chair. Person that doesn't find a chair becomes the next in the middle. |
Fusillade | |
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Game Energy Exercise Performance
| Great exercise in fast thinking, but seen done in performance as well. Would be an excellent challenge for a theater sports match! All players line up in 2 lines, facing each other. MC or trainer yells a word/title, and next player in line gets 30 secs to do his or her thing, based on the suggestion. After 30 seconds new title/word is given and next player goes. |
Fuzzy Ducky | |
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Game Concentration Exercise Warm-up
| Silly concentration game and great warm-up. All players in a circle. We will count numbers clockwise, except that:
Any player that ends up muttering 'Duzzy Fucky' is put in front of the Firing SquadG . |
Game-O-Matic | |
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Game Performance
| This is like 'invent-your-won-game' : ask the audience for the name of an unexisting improv game, then invent the rules on the spot, and play it. Kind of risky, but if the group has been playing short form improv games for quite a while, coming up with rules is easy. |
Gibberish Commands | |
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Game Exercise Gibberish
| Another exercise on JabbertalkK : players in pairs. Have each play issue a command to her partner, in Gibberish. Players can't move on until the command is understood and executed. Simple things will do, like 'pass me the salt, please' . The idea is not to mime the command, but to try and make it obvious for the way the command is issued, and the environment that has been set. |
Gibberish Expert | |
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Game Experts Gibberish Performance
| One player is an expert on a subject, often provided by the audience. Furthermore, he's from a foreign country (perhaps also supplied by the audience). The expert gives a lecture in GibberishC and a second player translates.
Variations Have the expert tell a story, instead of giving a lecture. |
Gibberish Malapropism | |
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Game Exercise Gibberish
| This exercise flexes your mind and is a good exercise for GibberishC games. Have the players walk about in the room, point to any object, and give it another name in JabbertalkK . See also MalapropismG . |
Give and Take | |
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Game Concentration Exercise
| This is a variation on Walking by NumbersG : all players find a position the room. One person must always make sound and one person must walk. This can be the same person who is walking and making sound but it could be one person walking while a different person is making sound. The focus can be given (i.e. a walker stops walking) or can be taken (i.e. someone else starts walking; the original walker must stop then). Feel free to try with multiple walkers. |
Goalie | |
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Game Accepting Characters Exercise
| Great high-tempo exercise. 1 player up front. He's the goalie. The other players all think of an opening line for a scene, and a character. When everyone has their opening line and character, we bombard the goalie with these offers, one at a time. Goalie needs to react right away to an offer, acknowledging the opening and character, snap into an opposite character and reply to the opening. Immediately after that the next player comes up with his or her offer. This exercise is good for teaching players to react right away, and to snap into a character almost without thinking. |
Goon River | |
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Game Long Form Performance
| This is a format that consists of monologues. The story is not played, but told. The players (typically 3 or 4) line up in front of the audience, Based on a single audience suggestion they all tell the same story, each as their own character in that story. The play usually starts with every character introducing him or herself. The order in which characters speak is not really important, as long as they all speak. After the introductions, things start to happen. Every character reflects on what is happening from their own perspective, and each character adds elements to the story. Keep going (and make sure that every character keeps contributing) and ReincorporatingK as long as things stay interesting. Also known as Also known as Spoon RiverG. , Also known as Moon RiverG. , Also known as Goon RiverG. and Also known as Spork RiverG. . See also Voices From HeavenG for a short form game version which is really based on the same handle.
Origin Origin unknown, but the story goes that the name of the format would be inspired by a book Spoon River by Edgar Lee Masters (hop on to www.outfitters.com/illinois/fulton/masters.html for more info on Spoon River).
Notes This is a great way of exercising monologues!Referring back to the work of Masters, many groups tend to end the format with the death of (one or more of) the character(s). |
Gorilla Theatre | |
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Game Format
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This format is played with 3 experienced players, one MC and another player, dressed up as a Gorilla. The Gorilla is the prize to be won; the best player of the evening gets to spend a week with the Gorilla, and of course this is quite a privilege! The Gorilla enters with last week's winning player (real or faked). The MC explains that the score for the evening will be counted by means of bananas; the player that end up with most bananas at the end of the game wins another week with the Gorilla. The audience is trained to 'vote' by yelling 'Banana' (for a good performance) or something else, like 'Die' or 'Forfeit' for a bad performance. Each scene is then played by 2 players, and directed by the third. The beauty of it all is the fact that not the players are judged by the audience, but the director. Players take turns directing, and after each game the audience either awards the director a banana, or a forfeit. Bananas are pinned on a scoreboard, or pinned onto the winning player's costume - cardboard bananas are preferable in the latter case. A forfeit is like a punishment for a poorly directed scene. Possible forfeits might be calling your mom and explaining why you've been such a lousy director, or having to sing a song about your bad scene. A list of Gorilla forfeits can be found in the Lists section on ImprovlandR . The director gets to choose the scene or the game to be played. Perhaps a list of games to be played this night is on the stage, and directors can write their names next to the games they want to direct. The director directs the scene, gives players side-coachings, can interrupt the scene, introduce tilts or make the players repeat (part of) the scene. To ensure that bad scenes don't drag on forever, or to prevent directors to play tons of 30-second scenes in order to improve their chances, certain troupes limit the amount of time for directing to like 20 minutes per player. This format can be played with or without attributes and props. The Gorilla might even be used as a prop, or even as a player, although the Gorilla should not try and steal the show. The Gorilla is a player, so he too should be prepared to take risks, and he's supposed to be naughty. This is a fairly advanced format, as the players not only need to play well, they also need enough insight to effectively direct scenes. This is also a rather nice format, as players are not rewarded; 2 players playing well together generate a banana for the director, and this way the format prevents competition between the players.
Origin Attributed to Keith JohnstoneR , and described in Impro for StorytellersR . |
Greetings | |
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Game Exercise Introduction Warm-up
| All players start milling about the room. You then ask them to greet each other, perhaps just by shaking hands. Players just shake hands, move on, and greet the next player they meet. Then ask the players to greet each other in a more specific way. Possibilities are:
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Group Environment | |
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Game Concentration Environment Exercise Group
| This is a group exercise in building environments. One player starts by entering a 'space' through a 'door', and then leaves that space, through the same or through another door. Any doors placed remain where they are, and the characteristics of the door are not to change. Then another player enters the same space, and places a mimed object in that space, either by physically placing the object (carrying, wheeling or pushing it into the space, or by just 'using' it, for example by hanging her coat over a chair. Second players leaves the room, either through one of the established doors, or by placing a new exit. This continues until every player has done their thing. Each player needs to respect, and perhaps use all objects placed by previous players.
Notes Watch for players GaggingK - anyone placing a jukebox in what has clearly been defined as a church is just trying to be funny and screwing up the scene. |
Group Freeze | |
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Game Concentration Exercise
| Everyone starts milling about the room. Any player may decide to stop walking at any time. As soon as one player stops walking, everyone needs to freeze in position. As soon as everyone is froze, start walking again. Obviously, the idea is for the group to freeze as quickly as possible.
Variations Let all players make noises, hum, whistle as they mill about. The noisier, the more challenging the exercise becomes. Also known as StatuesG. See also Walking by NumbersG . |
Group Order | |
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Game Exercise Group Warm-up
| Nice warm-up exercise to help the group function/agree as a whole. Everybody starts milling about the room. You then ask them to line up , according to various criteria. Examples are:
Notes Keep the silly criteria (order by blue) till the end. Usually, the players will start realizing that it doesn't really matter what the order is, as long as the group agrees on the order.Criteria like mental health or personal hygiene are quite interesting to train on ChivalryK . See also Blind Line UpG . |
Guest Game | |
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Game Narration Performance
| In this game we play in scene in which one player is a guest, somewhere. We do not know who he is, or why he is visiting, or what his relation might be with the characters at the location. All other characters in the scene behave strangely or suspiciously, as if they have a secret. The idea is that by the end of the scene we understand their secret. For example, a player might ring a doorbell at a house, ready to pick up his date. We never get to see the date, and all characters in the scene slowly provide hints as to what might have happened to the date. The game is over when e.g. we (the audience) discover that all occupants of the house have been hauling garbage bags out of the hous, all containing body parts of the date... It need not always be gruesome, though... |
Handicapped Fairy Tale | |
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Game Limitations Performance
| Very silly but very effective. Ask the audience for a fairy tale. Then give every player one or more characters in the story. Ask for a handicap or peculiar state of mind for each character and play the fairy tale. |
Harold | |
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Game Format Long Form Performance
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Harold is a long format, and consists of a number of sub-formats. It basically consists of 3 components:
The format starts with a suggestion from the audience - this could really be anything. Players will start associating around the suggestion, and then an opening game is played. In this game, a lot of associated elements round the audience suggestion are presented. The opening game might be a song, a monologue, or simply a group association based on the audience suggestion. The idea is to use the elements and themes that come up or about in the opening game in what follows. Then follow 3 rounds of scenes, all based on the themes found in the opening game. Each round exists out of 3 scenes, all unrelated, but each loosely based on the themes and associations form the opening game. Since these themes originated for the same audience suggestion, the audience will (hopefully) feel some links between the scenes. After the first round of 3 scenes, an improv game is played; this game is unrelated to the 3 scenes played before. Then, in the second round, each of the 3 previous scenes is continued, and more or less obvious links between the scenes start to emerge. This is again followed by an improv game, and then the 3 scenes are played into a conclusion. It's quite possible that in the third round not every scene is continued; scenes may disappear or even merge with one another. A Harold can be played with a decent number of players (up to 12 or so), players can act in multiple scenes, as the same or as different characters. A Harold can be played with or without props, with or without directors. Whether one sticks to the 3 rounds or not is really not relevant; anything and any combination of games and loose scenes that finally more or less come together can be considered a Harold.
Origin This is an American format, described in Del CloseR 's book Truth in ComedyR . We're not sure whether it's copyrighted - if you know please let us know. |
Hat Continuation | |
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Game Continuation Performance
| Start a scene, and identify each of the characters by means of a hat. The MC will interrupt (freeze) the game from time to time, and switch the players' hats. After the switch each player becomes the character that previously wore his or her hat. The story needs to continue and should make sense.
Notes A gimmick is CommentingK on the fact that characters 'jump' in space when the hats gets switched. Use sparingly.Also known as Bermuda TriangleG. |
Heave Ho | |
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Game Group Trust
| This is like an extended version of TossingG to be played with 16+ players. All players but one form 2 lines, facing each other, and link hands to form a platform, which is used to heave the last player from one end of the line to the other. Best to remove shoes, coins, and any other objects that might fall or hurt someone. |
Helping Hands | |
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Game Limitations Performance
| Scene played by 4 players, playing 2 characters. Each character consists of one player, who does the voice, holding his hands behind his back. Another player stands behind player 1, and provides the 'hands'. The story should be a give and take between voices and hands.
Variations Have 2 players provide the arms, one each. |
He Said She Said | |
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Game Endowment Exercise Performance
| Excellent game to show how EndowmentC works. 2 players; each player will state the action the other player must perform, followed by his own line. Example:
Players refer to each other as 'he' and 'she', and endow each other with the next action to take. This can be quite funny, if you endow your partner to do crazy or not-so-nice things to you (or to themselves, but that's would not be Mr. Nice GuyK ).
Variations Can be done with 4 players: 2 provide the lines, and the 2 others provide the 'directions' - each director provides the action for one of the 2 talkers.Can also be one with 3 players: one provides directions and both other players do their own dialogs.
Notes Keep the action do-able and active. Making someone else 'think about something' is hard to play, and not very active. Also known as He Said While SheG. |
Hesitation | |
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Game Limitations Performance
| In this game a scene is played, in which at any time, any player may 'hesitate', and ask the audience for help. Anything provided by the audience must be justified and incorporated. Examples:
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Hijacker | |
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Game Endowment Guessing Look and Listen Performance
| Excellent game to train listening skills. 4 players, one leaves the room. Pick a means of transportation, and an object. The idea is that player number 4 needs to guess the means of transportation, and then use the object to hijack the others. Finally pick a goal for the hijacker to achieve. The players need to provide hints to the hijacker, but they cannot explicitly tell the hijacker what to do, with what or why. Also known as Rebel without a ClueG.
Notes Works best is players take risks. If they to the 'wrong' thing or use the wrong object the audience will probably just laugh, and that should be enough to signal the player he's going the wrong way. |
Hitch Hiker | |
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Game Characters Exercise Performance
| Use 4 chairs to build the interior of a car. One player starts driving the car, and another player becomes a hitch hiker, hiking a ride. The hitch hiker character has a particular character tick or particular emotion, which the driver takes over. Other hitch hikers join in, each with their own characteristics or emotions, taken over by the driver and the passengers in the car as the hiker joins. When the car is full, one of the players leaves the car to make room for the new guest.
Notes Don't forget to justify leaving the car. |
Honey Walk | |
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Game Exercise Warm-up
| This is a group exercise. Tell the players they have an oxygen mask, and then talk them thru the exercise: players are to move about in successively thicker substances. Go from thin air, mist, warm water, oil, honey, Jell-O, wet cement to hard cement. End the game by having them 'frozen' in cement and break out with a big bang.
Notes Coach the players to imagine really moving about these substances. They should be able to 'feel' the mist between their fingers, the honey in their hair. |
Hot Spot | |
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Game Group SingSong Warm-up
| All players in a circle. One player steps into the circle and starts singing a known song. As soon as this player shows any signs of stopping (because she doesn't know the lines any more, gets tired or embarrassed) another player needs to step in and take over (singing a different song).
Notes This exercise is not about improvising songs, but more of a group thing. Players need to know that the group will support them when they're out of breath. The idea is to keep singing. |
Human Props | |
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Game Environment Exercise Group Performance
| Excellent exercise for building environments. Ask one player to start doing an activity that somehow defines (broadly) a location. E.g. when someone starts typing she might be in a (home) office. The other players then become the other objects in the environment.
Notes Tell the first player she can start using the props built by other players in the environment (if she recognizes them). Tell players to go for the obvious: in just about any room you could be a plant, a door or a table, after all.When done, ask the first player to name any 'object' built in the environment.
Variations You can use this as a handle for a performance. When a player is asked to sit down, and there are no chairs on the scene, another player can become the chair for the first player to sit on. Other examples are ticking clocks in haunted houses, cabinets and closets, you name it. |
Hyperlink | |
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Game
| Hyperlinks was created as part of a trip on magic mushrooms. It uses websurfer language to show the connections that all things have to each other. The form is this - a single word is gotten from the audience which is plugged into the improv "search engine" - three improvisers step forward into separate spots and, in turn, do the first two lines of a first-person character monologue. The content of the monologues and the scenes that follow should not have anything to do with web sites. Each monologue is inspired somehow by the word given. So the word "spirit" can lead to a monologue by a seer, a drunk and a cheerleader. - the host asks the audience to pick a monologue and informs them that they can yell "click" throughout the rest of the show to change the direction of the scenework. - the monologist that was selected moves centerstage and repeats the first two lines of the monologue and continues from there. The monologue works best when it relays a specific personal event. - the rest of the improvisers take turns creating multi-person still tableaus to either side of the monologist to illustrate things that they mention in their monologue. - when the audience yells the first click, the monologist enters whatever tableau is up either adding themselves to the tableau or taking the place of someone that was obviously playing them in the tableau. The first scene (which I call the "bread-and-butter" scene) starts from there. - from that point on it is all scenework. whenever the audience yells click you switch to a new scene. You can reincorporate previous scenes, characters, storylines or do throwaway scenes. The only storyline you have to return to is the "bread-and-butter" storyline. When you resolve that story, you resolve the show. The format lasts 50 minutes to an hour with intro. You will find that the audience will click very little at first (allowing you to establish scenes easily), quicken with the clickin' in the middle and will taper off at the end which allows you to end storylines easily. |
Imitate | |
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Game Characters Exercise
| This is an exercise for characters. 2 players will play a scene in a shop. The quality of the scene is irrelevant here, really; just get into the shop, order what you need, pay for it and off you go. Give us an object (a carrot) and we got a scene in a carrot shop. One player is designated as shopkeeper, and the other will play the customer. The idea is to give the 'customer' a basis to build a character. She will enter the shop in that character, and the other player (the shopkeeper) tries to imitate the character as closely as possible. Use the following tricks as stepping stones for building characters:
This is an exercise for both players, but what is exercised is different for both:
See also Opposite CharactersG . |
Impro Match | |
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Game Format
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This format does not have a specific name and is mainly popular in French speaking countries. There seem to be leagues in just about every French speaking country; there's even a league playing this format in the Congo! These leagues meet every year to play a world championship. The game is modeled after an ice hockey match: 2 teams of 6 players, 3 men and 3 women, perhaps with one coach per team play each other during 3 30-minute rounds, in a 'ring' resembling an ice hockey field. The game is lead by a referee and 2 aides. The referee draws challenges out of a bin; challenges can be mixed or separated. A mixed scene is played by players of both teams; a separated scene is played twice, each time by players from one team. Challenges consist of:
Every member of the audience also receives a slipper. This can be thrown into the ring when the audience doesn't like a scene, or even better, at the referee, whenever he or she makes an unpopular decision. After each round the team captains may ask the referee for an explanation on the faults that were blown, and then the audience gets to vote. Every team has a color, and the audience gets colored cards to vote with. After 3 30-minute rounds we know which team won the match. Finally, a celebrity or local hero gets to award 'stars' to the 3 best players. This is a very rigid format, in which just about anything, except the scenes themselves, are fixed. There is a whole protocol to be followed to play a match, and even the number of separated and mixed scenes is set in stone. The idea is that the rigidity of the format contrast well with the anything-is-possible concept of the improvised scenes. This is a difficult format, as teams really play against each other. Quite often even players in the same team will play against each other, as everyone wants to get awarded a star at the end of the night.
Origin This (copyrighted) format was developed by 2 Canadians: Yvon Leduc and Robert Gravel. |
Introducing Association | |
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Game Association Exercise
| This little technique can be used to show a new group how natural associating really is. You can only do this with a new group, that has not played any association games before. Place all players in a circle. Ask one player to say a word, no matter which one. The player to her right then says no matter what word, and so on. Do not tell them they should try and 'associate'. You (and hopefully the group) will notice that patterns of 'related' or 'associated' words emerge. Use this as an introduction to show how natural associating is to humans, and then proceed with the other association games. |
Jeopardy | |
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Game Performance Verbal wit
| This games is not unlike Worlds WorstG : have the players close/cover their ears. Then ask the audience for questions and answers. Examples would be:
Then give the players an answer and let them come up with questions that might be answered correctly by that answer. It's kind of like 'what would the worst/sillies/funniest question be that could have this answer?' |
Jump | |
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Game Association Characters Exercise Warm-up
| This is at times a physical Warm-upC , a physical association game, and a game for character work. The game is played individually but all players can do this simultaneously. All players mill about the room. At any point the trainer yells "Yes!", at which point all players 'jump' into a position. Trainer can (but does not have to) sidecoach by shouting 'direction' (see Fast Food LabanG ) like 'horizontal', 'up', 'down', 'sideways', 'big', 'small', 'light', 'heavy'. The idea then is to let the position into one has jumped inspire the player to a character, a situation. The inspiration comes from associating the position with, euh, well, whatever comes to mind. See also Association JumpG for an extension of this exercise. |
Just Gibberish | |
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Game Association Exercise Gibberish Narration Performance
| Excellent exercise for players that suffer from chronic WafflingK . Play a scene, completely in gibberish, no translations provided. The scene should be perfectly clear to the audience - we should be perfectly able to translate every gibberish sentence, and the story should make sense.
Notes
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Killer Bunny | |
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Game Energy Exercise Warm-up
| This is like BunnyG except that at any time, the middle bunny is allowed to lift her hands above her head, lunge to either right or left side and eat one of her own ears, after which the ear player would be out. However, any other player in the circle can prevent any ear from being chewed by yelling Die while bunny's arms are up in the air, in which case the middle bunny would be out. Silly, indeed. |
King Game | |
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Game Exercise
| One player is the king or the queen. Other players are to try and pleas his/her Royal Highness. They do this by entering the room, and offering something. The queen either tells them to
Notes The queen can kill a player for any reason: she may not like the message, or she may not like the way the message is presented. The queen can give hints why she does not like the offer: "You know I don't drink coffee, so die!". The queen should be really difficult..Also known as Queen GameG. . This is a PC site/document after all. |
Kitty in the Corner | |
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Game Concentration Warm-up
| Classic children's game. 4 to 6 players stand at corners of the playing area, one player in the middle. 2 players try to make eye contact, and then switch places, while the middle player tries to capture a corner. The faster the pace, and the higher the stakes (make diagonal eye contacts!) the more fun. |
Ksss | |
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Game Concentration Energy Warm-up
| Nice warm-up, easier to play than to explain. Players in pairs. Establish a beat (by slapping your thighs). Once beat is established every player has the choice between 4 different movements:
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La Ronde | |
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Game Long Form Performance
| This is another Long FormC format. The name is based on a novel by Arthur Schnitzler, called Traunnovelle, in which a series of characters sequentially bed each other, from first to last back to first. The format is fairly simple: we play scenes in which at every scene switch, the 'oldest' character disappears and a new scene is played with the remaining character, and a new one. The form ends when the circle closes and the last and first characters do a scene. Obviously, there is no need for all characters to bed each other! Switching scenes is done by tagging out (like in Freeze TagG ). The idea is to see different aspects of a character, in different situations, interacting with different characters. For a long discussion about the format see Chicago ImprovR . |
Last Letter | |
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Game Association Exercise Warm-up
| This is an AssociationC game, where instead of naming the first word you think of upon hearing a previous word, you name the first word you think of starting with the last letter of the previously heard word.
Variations Try in combination with Walk-over AssociationG or Word BallG . |
Last Letter Scene | |
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Game Audience Participation Die Limitations Performance
| A scene is played, in which every next line spoken needs to start with the last letter of the previous line. |
Last Line | |
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Game Limitations Performance
| Get a line (any line) from the audience. Players play a scene that concludes with the given line. |
LCD | |
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Game Endowment Gibberish Guessing Performance
| This game is called Location, Career, Death (LCD). One player on stage, the others off stage. The audience provides a location, an occupation and an object, only known to the player on stage. Second player enters and a scene is played in gibberish. Player one needs to communicate the location to player 2; as soon as player 2 thinks he's got it, her claps his hands and spins around. Then player 2 needs to guess the occupation; clap and spin when you think you got it. Finally, the object needs to be revealed. As soon as player 2 has the object, he needs to kill player 1 with it. Then the next player comes on stage and the game recommences, until all players have played. Afterwards, line up the players and ask them where they think they were, what their occupation was and what the murder weapon was - usually quite far off the original suggestion, much to the audience's amusement. Also known as LOWG. (Location, Occupation, Weapon). Also known as Chain MurderG. See also HijackerG for a similar game without the GibberishC component.
Variations Use a bell, every 10 seconds or so; at the bell players need to clap and spin and proceed to the next step, even if they are not sure about the where, who and what. Kind of LCD on speed. |
Lets Not | |
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Game Narration
| Excellent game to train narrative skills, but a bit controversial. Play in pairs: start with a location (e.g. a beach). One player give the suggestions (e.g. let's find a talking crab). The other player either accepts the offer, and both play accordingly, or refuses the offer. When an offer is refused the first player needs to make a better offer.
Notes This is a bit controversial in the sense that players may object to refusing offers; after all, we teach players to accept offers. Explain that the goal of this exercise is twofold:
See DingG and Yes Lets - or Rather NotG for similar exercises. |
Letter Number Name | |
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Game Concentration Exercise Introduction Warm-up
| Warm-up game that's also good to get to know each other's names. Everyone in a big circle. You start by 'giving' your neighbor your name. Just lift your right arm and call your name to your neighbor. He does the same to his neighbor, and names run around the circle. Then do the same with the letters of the alphabet. Give an 'a' to your neighbor, making a 'giving' gesture with your right hand. Your neighbor continues by passing a 'b' to his neighbor, and so on. Ditto with the numbers 1 to 9. Use another gesture, e.g. pass the number by tipping your right foot in the direction of your neighbor. When everyone's got this, try all of this at the same time. Start by passing your name, and as soon as the name thing has advanced 2 or 3 players across the circle, set a letter thing in motion, and then a number thing. If you have enough players, just mix and match.
Notes Pay attention to how much gets lost - does everything you set in motion eventually get back to you or not? You can coach players by saying they only need to pay attention to what their neighbor does, not what's going on elsewhere in the circle.
Variations Feel free to pass other things, each with it's own gesture. Possibilities are:
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Line Mirror | |
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Game Exercise Group
| This is an extension of the MirrorG game. Have all players line up in two face-to face rows, about three feet apart, holding hands (within a row). All players can slowly start moving, but keep holding hands, and all movements get mirrored by the other row.
Variations If you have enough players, form one long U-shaped row, so that the ends of the U face each other. The repeat the exercise as described above. |
Little Voice | |
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Game Performance
| One player plays a scene. The other player(s) play the voice(s) of objects in the environment in which the first player plays. Anything can have a voice. Examples:
Variations You can script the text of the little voice, and have the player justify anything that is said. See Actor's NightmareG .
Notes Make sure players immediately make clear what exactly is doing the talking. Either the voice makes this clear, or the other player:
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Location | |
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Game Limitations Long Form Performance
| Get a location (say the Post Office). The whole long form is played in one and the same Post Office. Different characters wander in and out, you can even do time shifts and playbacks, but the environment of the scene is limited to the location given. |
Lounge Singer | |
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Game Performance SingSong Solo
| Ask for an unlikely place to find a lounge singer. One player does a solo song, Frank Sinatra style. You'll get something like "Welcome to the pediatrician's Office". Great opener! |
Machines | |
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Game Exercise Group Performance
| MC/trainer comes up with a (real or invented) machine. The players make the machine; every player becomes a part of the machine. We want to see/hear the machine work.
Variations Tell the players the machine goes into overdrive, until it explodes. Or tell the players the power's out, and the machine slowly grinds to a halt. |
Make More Interesting | |
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Game Exercise
| Simple exercise, useful for players that are too verbal. One player starts a scene. As soon as the trainer claps his hands, the player needs to make whatever he was doing more interesting, without advancing. If our player was opening a briefcase at the clap, he needs to make 'opening a briefcase' more interesting; he is not allowed to take something out of the briefcase, as that would be advancing; player needs to stick to 'opening the briefcase'.
Notes Simple to explain but not so easy to play. When done well you move into the clownesque. Think about Chaplin, Laurel & Hardy or Mr. Bean.
Variations At a second clap, allow the player to advance the scene. Also known as Advancing and ExpandingG. |
Malapropism | |
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Game Association Warm-up
| This game flexes your mind. Have the players walk about in the room, point to any object, and give it another name.
Notes You can use this game for players that have difficulty with association: it shows that association is natural, and that it is actually difficult not to associate. See also DissociationG . |
Man Overboard | |
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Game Energy Exercise Warm-up
| This is a nice elimination warm-up. Everyone spreads out in a staggered line, like in an aerobics class. Then someone calls one of the following:
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Mantra | |
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Game Exercise Spontaneity
| Let the players play a short scene. Then ask them to repeat the following mantra in their head, and replay the scene 'I'm so happy, I'm so happy'. In many cases, you will find that the whole scene becomes happier.
Variations
See Mantra IntroductionG for more about mantras. See also Impro for StorytellersR for a discussion on the use of Mantras. |
Mantra Introduction | |
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Game Exercise Spontaneity
| Here's a way to make a point about blanking one's mind, subconscious thinking and spontaneity. Have all players sit down comfortably, if they want to close their eyes they can do so. Then ask them to blank their mind, to try and think about nothing at all. Let them do this for 2 minutes or so. While they do so, make sure to walk around, to make some minor noise (blow your nose, clear your throat, walk around) - but don't overdo this. If you can hear cars drive by in the street, or other people in the building, or hear birds sing then you don't even have to make a noise. Then ask the players who managed to think about absolutely nothing at all. Ask those who say they did whether they heard the birds, the cards, you clearing your throat. If they did, weren't they thinking about that, then? Now ask the players to close their eyes, and to keep repeating the sound 'mihad' in their heads. Have them do this for about 3 minutes. Then ask them again who thought about nothing but 'mihad'. If they are honest they should all admit they thought of all kinds of stuff. The point is that our minds just never stop working. Even if you're trying to concentrate on a repeating sound in your head - a Mantra - your mind will still wander. We are all capable of thinking about several things at a time, some people can keep up to 7 lines of thought going in their minds. Who has never driven a car, being perfectly concentrated on the traffic, without thinking about work, the groceries, the kids ? You can use this exercise to show students they never need to be afraid of a brain freeze - our brains manage to come up with so many things all the time - if you let them. Mantras are used as a technique for (Transcendental and other) meditation. The idea is to keep the most active part of your consciousness busy, and at the same time let unconscious processes and lines of thought surface. This is similar to what happens in our dreams, but it has been proven (we've been told) that these meditation techniques can be more relaxing or cleansing than sleep. Don't take our word for that, though.
Notes You can choose any gobbledygook word for a mantra for this exercise, as long as it's not an existing word (don't use 'banana') or strongly resembles an existing word ('banano' wouldn't do either) - that could trigger people to think about monkeys, or a jungle, or whatever.Don't use 'mihad' if you're working with a class of Muslim fundamentalists; they might start thinking about a Jihad ;-) See also MantraG for examples how you might use Mantras to play scenes. |
Marshmallow Mania | |
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Game Limitations Performance
| Play a scene in which the audience is not supposed to laugh. Any player who provokes a laugh, gets a piece of marshmallow in his/her mouth. Players are allowed to chew, but may not swallow. See also The GerbilG .
Variations Use grapes instead of marshmallow. |
Massage | |
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Game Group Introduction Trust Warm-up
| Place all players in a circle. Have everyone put their hands on their right neighbor's shoulders and give 'em a shoulder massage. Turn directions after a minute or so.
Variations Use some judgment to see what is appropriate; that will depend on the group/ the people you are working with. You can place players in pairs, and have everyone massage the other's temples, calves, etc. |
Master Servant Disaster | |
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Game Exercise Narration Status
| 2 players, one is the master, the other is the servant. The master will ask the servant for something simple. The servant always blocks the question, and explains why this should not be possible. The master always accepts this, and asks for something else (which turns out to be impossible as well). Every time the servant has to explain why this should not be possible, the situation gets worse, until the whole thing turns out to be a disaster. An example:
And so on, until it turns out that the staff had a little party, accidentily set the kitchen on fire, used the water from the pond to fight the fire, and so on. Eventually, the only room still standing is the master's study, the rest of the castle has burnt down and all staff are dead. And all this for a perfectly logical explanation. The idea is for the servant to connect all elements the master brings up, into one and the same disaster. In this respect this game resembles BorisG . |
Mexican Name Wave | |
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Game Concentration Exercise Warm-up
| Players in a circle. Let them do a Mexican Wave: one player lifts both arms in the air, and down again. When his arms are totally up, his right neighbour starts doing the same, so a 'wave' of hands circles around the circle. When they've got this, at the same time, pass your name around the circle, going the other way. Names are passed by pointing to your left neighbor and saying your name. Confusing, indeed! |
Micetro | |
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Game Format
| Pronounce as 'Maestro'. Comparable to Gorilla TheatreG , but a bit easier, and can be played with a fairly large number of players (up to 20), and 2 directors. The names of all players are on a big score board. The directors choose for every game the appropriate number of players, perhaps by fishing name tags out of a hat. The directors explain the game, perhaps ask the audience for suggestions, direct and correct the scene. After each scene the audience decided, by cheering or applause how many points the scene should be awarded. Each player gets as many points as the scene he or she played in was awarded. Once everyone has played in a scene, the players with the lowest score drop off, and the whole thing starts again. The directors ensure that (certainly with large groups of players) that there are more group-scenes at the start of the evening, and more 2-person scenes or even monologues toward the end of the evening. This is a fun format that can be played with mixed bunches of experienced and not-so-experienced players. Since players are immediately judged, it is perfectly possible to pitch a start player after the first round. Since this system is basically somewhat unfair, and everybody knows this, no one should take elimination too personal (well, that's the idea anyway). For beginners it's a nice format, as the directors will correct obvious blunders. And since all players in a scene get the same score, this format limits competition between players in a scene.
Origin The (copyrighted) format is attributed to Keith JohnstoneR , and also described in his book Impro for StorytellersR . |
Millipede | |
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Game Group Warm-up
| Great fun but be careful not to hurt each other. Make sure there are no objects along the walls of the room. All players in a circle, linking arms. Then move the circle to one of the walls, and 'squash' the circle, until it becomes 2 lines, one line of players with their backs to the wall, and another line in front of the first, players facing each other. Have this whole construction wheel along the walls of the room at high speed. Tell players to be careful and not to make fists or they might slam into someone's face. |
Mirror | |
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Game Concentration Exercise Warm-up
| Players per 2, facing each other. They can move (arms, legs, eyebrows) slowly, and the other player will mirror them. This is a game of give and take - no-one should be (continuously) leading. Keep movements slow.
Variations Do this with the whole group: everyone in a big circle, and everybody mirrors everybody else. Also known as Group MirrorG.See also Line MirrorG . |
Montage | |
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Game Long Form Performance
| This is just a name for the most generic form of Long FormC : a Montage is just a series of scenes, connected or not. |
Move and Speak | |
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Game Concentration Environment Exercise Limitations Performance
| Play a 2-player scene, in which no-one is allowed to talk unless they create a new object and a movement along with it. All created objects stay where they are, and moving a previously created object does not lead to permission to talk. See Touch to TalkG for a similar game. |
Movie Review | |
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Game Narration
| 4-10 players. Ask the audience for a movie title. 2 players will do an interview: one will be the reviewer. As the movie is discussed, other players play parts of the movie. |
Mr. So and So | |
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Game Characters Exercise Performance
| This is a game that;s more suited for rehearshal than for performance, though I can work on stage as well. Here is how it works. Players call for new characters, by giving them names that refer to character or physical traits. Things like: Ah, here comes mr. Bad Irish Accent; I think we need Mrs. Pathological Liar for this one; Dear dear, if that isn't Sir Eats-People. And so on. The idea is to challenge the other players with weird and unexpected suggestions, and forcing htem to come up with an extravagant character right away. In a sense this is really institutionalised PimpingK . Another game in which a similar pimping is used would be SupermenG . |
My Fault | |
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Game Energy Exercise
| You need 2 plastic bottles, each with a little bit of water (not too much or they'd be too heavy). Make sure your bottles are sturdy. or everyone will get wet. Have everyone walk around leisurely, and hand 2 players the bottles. The idea is to make eye contact with someone. As soon as a player has eye contact with a player with a bottle, the bottle is thrown. If at any point the bottle is dropped, both the thrower and the receiver lie down on the floor and shout 'My Fault' as loud as possible. After than, one of them picks up the bottle and the game continues. Side coaching: tell the players to take risks, to try and make eye contact with a player at the other side of the room.
Variations
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Name 6 Circle | |
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Game Association Exercise
| You will need a tennis ball or a towel tied in a knot for this one. Everyone sitting or standing in a circle. You give one person the ball, and ask him to name at least 6 (or any other number, depending on the size of the circle), in the time it takes for the ball to get passed along the circle. Things to ask for might be
Variations Have one person in the middle of the circle. This person provides the category, and indicates how many replies are expected from a player in the circle. If that player does not live up to the challenge, he takes the place in the middle of the circle.
Notes
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Name the Monster | |
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Game Narration Spontaneity
| Play in pairs, one word at a time (see Word at a Time SceneG ). Choose a location (e.g. walk in the forest). Players must meet a monster, give it a name, and run away from it. The 'monster' can be anything: an evil witch, a dragon, a frog with a machine gun, a smelly French cheese, anything.
Variations Take this game a bit further, and ask the players not to run away from the monster, but do something. Fight it, beat it, get eaten (and continue in the monster's stomach or in heaven/hell), make friends with it, tame it, capture it, ride it, whatever.
Notes The real goal of the exercise is to get used to explicitly naming the problem (the 'monster' in this case).Use this game e.g. in combination with Little VoiceG , to teach players to actually name whatever is talking to them. |
Name Volley | |
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Game Exercise Introduction
| Divide the class into 2 groups, maximum 6 players per group. We are going to play a mimed game of volleyball, in which every player, as they pass a ball, shouts the name of another player, who then needs to catch and pass the ball. We want to be able to 'see' the ball at any point in time. |
No Doubles 1-10 | |
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Game Concentration Exercise Look and Listen Warm-up
| Nice concentration game. Everyone in a circle. We will count from 1 to 10. Any player can start by saying '1'. Then any other player can say '2' and so one. If 2 players say a number at the same time we start all over again. Also known as DigitsG. |
Non Sequitor | |
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Game Concentration Exercise Gibberish Warm-up
| Place players in pairs, let them hold a casual conversation about their work, the weather, anything. There will be 4 signals (hand clap or blow a whistle):
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No P | |
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Game Audience Participation Die Limitations Performance
| Players play a scene (perhaps based on an audience suggestion) but they cannot use the letter 'P' (or any other letter). When a player uses a 'P', the audience screams 'Die' and the player is replaced by another on. The scene continues, and the new player needs to take over the character of the player he replaces. |
Nuclear Bomb Chicken | |
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Game Characters Exercise
| You can do this only once with a new group. Tell them they are all chickens in a henhouse, and a nuclear bomb is about to drop on the henhouse within 30 seconds, Ask the players to play the chickens as truthfully as possible, then give them the start signal. Any chicken that shows acknowloedgement of the incoming bomb, fails the exercise. Chickens have no clue what a bonb is. The goal of the exercise is to show the difference between the reality of the player and the reality of the character.
Origin Attributed to Stella Adler (the only known American to study directly with Russian Master Konstantine Stanislavsky). The story goes that Marlon Brando got it and simply went about laying an egg while the other chickens went in a frenzy. |
Object Morphing | |
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Game Environment Exercise
| Good exercise on object work: players in pairs. First player builds an object, as precise and careful as possible, then hands it over to the other. Second player accepts the object, being as truthfull to what the first player built as possible. After having acknowledged this, player 2 starts morphing the object into something else. This can be done by bending, breaking, twisting, extending, shrinking, you name it. When the new object is complete it gets passed back to player 1, who accepts and then morphs it.
Variations You can do this in a circle, passing and morphing objects around the circle. |
Object Narrative | |
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Game Characters Exercise Narration Performance
| Place one chair on stage. The group sits or stands to the sides so they can see what is going on. Someone chooses an object from the room and places it on the chair. (Or get an object from the audience in a show) That object is your suggestion. One at a time, three members (or how ever many you decide) do a short monologue off that object. One person starts and when they are done, they leave the object on the chair for the next person. Whoever is inspired jumps up next adding their part of the story/situation from another character's point of view. and the third person completes the cycle. This exercise is extremely character based. The first character sets the story in motion and then the other two people find a way to be another interesting character that will accept and heighten the first initiation. The challenge is to not be totally predictable with the follow up character choices (avoid immediately choosing to be the spouse when you could be that person's mailman...or manicurist instead). At the same time you still want to support the story line and justify what the previous characters have already established. The characters don't have to know each other, but they must have connections (if only through the object). This exercise helps:
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Objects | |
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Game Exercise Group Warm-up
| Divide the class in 2 groups. Give one group the name of an object, and they become, as a group, the object. Other group guesses. |
Old Job New Job | |
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Game Characters Performance
| Play a scene with 2 players, and give them a job (or let the audience provide the job). Then tell them what job they had in a previous life. The idea is that somehow in the scene players reflect their previous jobs in their actual life. The idea is not to 'play' the old job, but to show character traits of someone with the old job while performing the new job (are we making sense here?) |
One Duck | |
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Game Concentration Warm-up
| Everyone in a circle. We are going to say a pattern, one word per player, going clockwise. It goes like:
Variations Try with an insect instead of a duck (6 legs per insect), or a spider (eight legs) and invent a sound the insect might make. |
One Eighty Five | |
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Game Performance Verbal wit
| Not really improv theater but done by a quite a few troupes, and fun when done well. Get a term, e.g. 'Elephants'. The lines go like
Players basically come up with an instant joke about 185 whatevers that enter the bar. As we said, not really theater... |
One Line Scene | |
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Game Exercise Limitations
| Play a one or two minute scene, where only one line of dialog can be spoken. Indicate to the players when they have, say, 20 seconds left. This exercise teaches players what can be communicated using non-verbal communication. Things like, 'thank you', 'I love you', 'I appreciate this', 'I'm sorry" and so forth can all be communicated non-verbally. |
One Mouth | |
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Game Exercise Group Performance
| One player (or the MC) is going to interview all other players, but the group of other players are really one character. This character answers the questions, but all players provide the answer at the same time, as if the character is speaking out of many mouths simultaneously. The answers should make sense (at least grammatically) and should be clear. If one player starts answering a question by saying 'YYYY' no-one should try and turn that into a 'No'.
Notes
Variations You can try and use this as an audience warm-up, and try to get the audience to talk to the MC out of one mouth. This is suggested in Impro for StorytellersR . |
One Two Three Four | |
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Game Concentration Exercise Warm-up
| Ok, this is harder to explain than it is to play. This game is a repetition of 4 movements:
We repeat this 10 times, as follows:
Then just start all over again by saying 1,2,3,4 twice. Increase tempo as you go along. |
Only Questions | |
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Game Audience Participation Die Exercise Limitations Narration Performance
| A scene is played, in which any sentence used by the players must be a question. Players that use statements instead of questions are boo-ed out by the audience (audience yells 'Die') and are replaced by other players. New players need to take over the character of the players they replace.
Notes Although questions are quite often frowned upon in improv (see QuestionsK and WimpingK ), in this game the idea is to build a story. That implies that any question should be giving information, and should be (implicitly) advancing on the information already available. Evidently, the next player should implicitly accept any information that was given in the previous question(s). |
Open Offer | |
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Game Accepting Association Exercise
| One player starts a scene by making an offer that is not 'complete', in the sense that it is vague enough not to define the who/what/where right away. Another player steps in and completes the PlatformK .
Notes Although in performance we probably want to establish our PlatformK as early as possible, this game teaches players how to quickly build platforms as a group or a team. |
Open Your Hand | |
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Game Exercise Spontaneity
| Let the players walk around the room leisurely. Then ask them to stop, open their hands, and let something fall out of the sky, right into their hands. Let them name the object in their hands, set it aside, move on and open their hands again.
Notes Some people find this a bit of a scary game, as if they are afraid they are not going to come up with anything. Explain that there are no wrong answers.Some players will complain that everything that falls out of the sky is a dead bird (or whatever). Explain to them that this is fine too. Most players, if reassured that they really can't go wrong, move on to other stuff after 10 dead birds or so.
Variations You can tell players they can vary the way they extend their hands or hand. They can hold hands in front of them, above their head or close to the ground. See if different stuff shows up.A slightly less difficult version of this game can be done by having players put their hands in their pockets and take something out. Make sure they all got pockets if you want to play this game. This version is slightly easier, as anything in their pockets, like dust, or the way the fabric feels, can trigger and idea; when holding your hands out there is very little to trigger an idea.
Origin Keith JohnstoneR describes similar games in his book ImproR . |
Opposite Characters | |
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Game Characters Exercise
| This is basically the opposite to ImitateG : for the shopkeeper, rather than imitating the customer's character, try and build a totally opposite character. As a side coaching, point players to the following character treats:
Note that this is also a looking/listening exercise for the shopkeeper! |
Opposites | |
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Game Characters Exercise
| Let the players walk around the room in silence. Ask them how they would classify themselves:
Then ask them to imagine they are exactly the opposite of all these character traits. Ask them to move about like such a character. Then play scenes in which the players 'become' the opposites of their own characters. |
Overload | |
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Game Exercise Look and Listen
| Excellent exercise to train listening skills by means of sensory overload. 4 players. One plays and stands centrally. This player has to:
Rotate players after a few minutes so everyone gets their turn. |
Pass Ball | |
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Game Exercise Warm-up
| All players in a circle. Ask the players to pass a mimed ball to others (one ball at a time). Then side-coach: the ball becomes heavier, until it weighs a ton, or extremely light, extremely big (and light or heavy) or extremely small (and light or heavy). We need to 'see' the ball's characteristics in the way it gets passed. |
Pass Clap | |
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Game Concentration Energy Exercise Warm-up
| Classic warm-up. Everyone in a circle. One player starts by throwing a hand clap to her right neighbor, and the neighbor passes the clap to his right neighbor. Play this till the clap really flows nicely around the circle. Then tell the group that players may decide to pass the clap back to the neighbor they got it from. Try it and notice how disruptive this can be.
Variations Try these for variation:
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Pass Yes | |
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Game Concentration Warm-up
| This is a bit like Pass ClapG and all it's variations. One player starts by saying 'Yes' to her lefthand neighbor. Neighbor does the same, passing the 'Yes' to her lefthand neighbor. Or she decides to say 'No', after which it's her right-hand neighbors turn. Try and pass the 'Yes' along the circle as fast as possible. When everyone's got this. Do the same but with eyes closed. |
Patterns | |
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Game Association Exercise Warm-up
| This is a bit like Free Association CircleG , except that player are not to freely associate on the previously heard word, but on the ensemble of what has been heard, thereby heightening is. Example: grass, plant, flower, tree, forest, jungle. Restart as soon as you can heighten any more. |
Peruvian Ball Game | |
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Game Concentration Exercise
| Everyone starts milling about the room, miming a particular kind of ball. It can be light or heavy, have a texture, whatever, as long as it is particular. At the trainer's sign, everyone passes their ball to someone else. This is done a couple of times, after which everyone tries to find back his or her ball.
Origin Described in Augusto BoalR 's Games for Actors and Non-actorsR . |
Play Tag | |
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Game Warm-up
| Just play tag. Excellent physical warm-up. Tell players to take risks, see how close you can get/stay to the tagger without being caught. See SloMo TagG for an exercise to follow this one. |
Pockets | |
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Game Audience Participation Limitations Performance
| Before the show, ask the audience to write simple sentences on slips of paper. Anything goes. The game is played by 2 players. Ask for a location, or a profession, and have every player draw 3 of these slips. Players put these in their pockets without reading them. Then a scene is played, in which at any point in time, players replace what they might have said, by whatever is on the piece of paper they draw out of their pocket. Try to incorporate/justify whatever is your line into the scene.
Notes Try to avoid thinks like 'My granny always said' - you want your character to say whatever is on the piece of paper - don't try to put those words into someone else's mouth. |
Popcorn | |
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Game Energy Exercise Group Warm-up
| Everyone finds themselves a nice spot, and squat down. The teacher now talks the group through this exercise. Everyone is a piece of corn, the floor is a big pan, and we're going to make popcorn. We slowly start heating the pan; as the pan gets hotter, corn starts to 'pop'. A player can 'pop' by jumping up, clapping hands above their head, and saying 'pop'. Make sure the 'popping' starts gradually, 'popping' is a group thing, and in the end, 'popping' should stop.
Variations Forget to take the pan off the fireplace, and have the popcorn start charring. |
Presents | |
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Game Exercise Spontaneity Warm-up
| Great warm-up exercise that helps you blank your mind. Good for control freaks. Players stand in pairs and give each other presents. To give a present, you just open your arms/hands to indicate you're holding something. Don't try to think about what you're holding, but give it to your companion. Upon receiving the present, you give it a name, the first thing that comes to mind. You say something like 'Oh, thanks, a little dead bird'. You promptly ignore your present and return something else to your companion. This game works best if it's played fast, so players really don't have the time to preconceive. It's also nice and positive, as everybody is always extremely happy with their presents, no matter what they are. If players complain they always receive the same present ("It's always a book") tell them this is quite ok - they should be happy to receive so many books. See also SpontaneityC for related games. |
Press Conference | |
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Game Endowment Performance
| 3 to 8 players. One player leaves the room, while the audience provides the name of a famous or historical person. The 'absent' player will give a press conference, but he does not know who he is. The other players are journalists, whose questions should provide indications to who the mystery guest might be. Game ends when our player guesses who he is.
Notes The 'journalists' should really play journalist characters. They can take photographs, or have a fight about who gets to ask the next question.
Variations Instead of a famous or historical person, choose an expert. The game is over when the 'expert' figures out what he or she is expert in. |
Primal Screams | |
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Game Energy Exercise Warm-up
| All players in a circle. On player steps into the circle, making a big gesture and a loud sound. Player then steps back, and the rest of the circle imitates the sound and gesture. Try and do this with open sounds, as loud as possible. As Keith JohnstoneR says: "Yelling 'en masse' is good for the soul". |
Props | |
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Game Association Performance
| In this game the players need to come up with an original/funny use of a prop. They cannot use the prop the way it is supposed to be used for, obviously.
Notes You could really use any object as if it were a cell phone, but that is not the idea of the exercise. Look at the object (or it's parts) and see what inspires you. We once saw a player, given a chair, who turned into a prisoner. The back of the chair became the bars of this cell. |
Protest Song | |
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Game Performance SingSong
| Ask the audience for something that pisses them off. Then improvise a song about it, like the 70s screw-the-government type characters. Typically done as a Vers-Chorus type song.
Notes Here's a suggestion for chord succession (but by all means feel free to improvise something ale yourself if you're an improv musician):
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Puppets | |
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Game Audience Participation Performance
| 4 players. 2 players will be puppets; these players offer the lines of dialog in the scene, but they are not allowed to move about themselves. The other 2 players are the puppet masters, that will provide the movements for the puppets.
Variations Some groups use audience members to play the puppets or the puppet masters. |
Rash | |
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Game Exercise Group Warm-up
| Make sure you have as many pieces of paper as there are players. Write 'cure' on all but one, and a disease (like 'rash') on one. Each player draws a piece of paper, but no-one knows who's got the disease. Then find the disease and cure it.
Variations Have one 'cure' and all the others the same disease. |
Real Estate Broker | |
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Game Environment Exercise
| One player is a real estate broker and shows a second player (or multiple players) around a space, given by the audience/trainer. Each player can create whatever they wish in the space, and questions are not allowed. Any object created should be justified (by the broker or by the others). And obviously any object created stays where it is (unless explicitly moved). |
Receiver Right Clap | |
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Game Concentration Exercise Warm-up
| Nice concentration and warmup exercise. All players in a circle. Players can throw a 'clap' to any other player by pushing their hands together in front of their chest (like a praying gesture), and then pushing both hands towards the receiving player, opening up their arms as they do so. Sending a 'clap' makes a 'Whoof' sound; receiving a clap makes a sucking sound. The receiver receives the clap by making the inverse gesture, and uttering a sucking sound. Once a clap is received, the player to the right of the receiver sends a new clap to any other player. And so one. Once everyone's got it, switch to left-hand side player of the receiver to send the next clap.
Variations If all players are really concentrating, and this game goes particularly well, try 'skipping' a neighbor. E.g. the second player to the left of the receiver sends the next clap. |
Repair Shop | |
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Game Guessing Performance
| One player leaves the stage (or gets a headphone). Audience provides an object, and something not-so-obvious that is wrong with the object. Example: an airlines for which the keys to open the door have been lost. In the game the player that is 'it' needs to solve the problem, without knowing what the problem is. As soon as she finds out the game is over. |
Repeater | |
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Game Exercise Look and Listen
| Listening exercise. Any player that wants to offer a piece of dialog needs to repeat the entire dialog the last player did (ignoring that player's repetition of previous dialog) before she can offer her own input. Obviously not for performance. |
Replay Gibberish | |
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Game Exercise Gibberish
| Exercise on JabbertalkK . Have 2 players do a short scene (1 minute or so). Then have them replay the scene in gibberish. |
Reverse Chair Dance | |
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Game Exercise Group Introduction
| You will need music for this exercise; provide a tape deck or a ghetto blaster, and a bunch of chairs. Start by placing chairs in a circle, one chair less than the number of players. Play music, and have the players dance around the chairs. When the music stops, everyone should find a chair to sit on. The player that doesn't find a chair needs to find some other way to get his/her feet off the ground. Remove a chair and repeat. In the end, all players will have to find a way to not to touch the ground, by climbing and clinging on to each other. Make sure you got sturdy chairs; we've known chairs to collapse under the weight of 10 players ... It's important not to side coach - the group needs to figure out themselves how to solve the problem. |
Reverse Trivial Pursuit | |
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Game Performance Verbal wit
| Like most of the games in the Verbal witC category, no exactly theater, but fun if played well. Ask the audience for statements or facts, to which the players need to come up with the funniest question to which the statement/fact might be the answer. Example:
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Rhymes | |
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Game Audience Participation Die Limitations Narration Performance Verbal wit
| Scene played in verses. The idea is that the first player offers a line, and the second player rhymes to that. Then the second player offers another line, with which the first player needs to make a rhyme. Players that hesitate or forget to rhyme 'die' and are replaced by other players. The idea is to keep the story going, so players that can't find a good rhyme that would advance the story better die than screw up the story. See also VersesG . |
Rituals | |
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Game Performance
| Get an everyday activity from the audience. Then play this activity as if it were a ritual.
Notes Think about religion, voodoo, sports, a NATO summit, whatever. You'll realize a lot of what we do is ritualized, just heighten that. |
Satellite Radio | |
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Game Exercise Look and Listen
| Excellen listening exercise. Playes in pairs. Establish a beat. Player 1 provides a story, one word per beat. Player 2, within the beat, repeats the story, but with one beat delay (like the delay we have on a satellite radio). Try with 2 or 3 beats delay as well. See also Satellite TVG for an variation on this exercise. |
Satellite TV | |
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Game Exercise Look and Listen
| Same as Satellite RadioG , but with movements. Players in pairs. Establish a beat. Player 1 makes a new movement on every beat. Player 2 mirrors the movements, but with a delay of 1 beat. Try a delay of 2 or 3 beats as well. See also Bidirectional Satellite TVG for an extension of the exercise. |
Scene in the Dark | |
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Game Limitations Look and Listen Performance
| Fairly obvious: a scene is played in the dark. See also The BatG .
Notes If the theater is really dark, then moving about on the scene can make quite a lot of disruptive noise. You may want to do a 'radio play', where all players just sit on the stage, and provide the words and (background) noises for the scene. |
Scene Painting | |
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Game Performance
| Technique for buildiung/advancing scenes. To be used sparingly. The idea is that any player can stop the scene by yelling freeze, step out of character, and descrebe something within the scene, without interrupting what is going on in the scene. After the comment, player unfreezes the scene and steps back into character. Example. 2 players in a scene where a backpacker is looking for a bed at a house where an old lady lives. Backapacker comments on the fact that the house is chock full of stuffed animals, an little pictures of backpackers, thereby implying that the old lady kills and stuffs backpackers (idea stolen from a short sotry by Roald Dahl). See also AsidesG for another game with uses a similar technique. |
Scene Replay | |
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Game Performance Timed
| Ask 2 players to play a short scene. One could limit the scene to 8 lines of dialog per player. Then ask the players to replay the scene, based on some audience suggestions for:
Variations You can time the scene to 1 minute, and then replay in 30 seconds, 15 seconds, 7 seconds and 3 seconds. Other variations:
See also Replay GibberishG . |
Scene To Music | |
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Game Performance SingSong
| A silent scene is played, in which the characters' emotions are controlled by the music. |
Scorpion | |
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Game Exercise Trust
| A number of players stand in the middle of the room, eyes closed the others stand by the walls. One of the middle players is tapped on the shoulder, she become the 'killer' or the 'vampire'. The trainer give a go-sign, and all 'blinded' players start milling around the room. When the killer bumps into someone, she squeezes that persons forearm to 'kill' him. When a victim dies, he utters a scream, opens his eyes and is 'out'. Game is over when all potential victims are dead. Audience by the walls make sure that blind players don't bump into stuff or hurt themselves.
Variations
Also known as Blind HuntG. Also known as ScreamersG. Also known as Haunted HouseG. Also known as Blind StalkerG. Also known as Vampire GameG. See also Death and RetrieverG |
Sculptors | |
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Game Exercise Group
| Works best with an even number of players. Split the group in 2. One half forms a circle in the middle of the room, facing outwards. The other half positions themselves, each player in front of one of the players in the middle circle. The middle players are clay, or stone, and the outsiders are sculptors. Let each sculptor do something to his lump of clay, then make the sculptors rotate clockwise. Everyone now stands in front of someone else's block of stone or lump of clay. Have them work some more on the sculpture and rotate again. Repeat till every player is in front of his original piece of stone again. Then ask the sculptors to introduce their work, and give it a name.
Variations Each statue or sculpture has a built in voice chip that can utter exactly one sentence. Let the sculptors switch on the voice chip at the end of their explanation.
Notes Excellent exercise to try with a new group to see who is Mr. Nice GuyK . Players that keep placing the sculptures in positions that are impossible to maintain or physically painful can easily be spotted with this exercise.Other thing to watch for is which players undo the work the previous artists made. The idea is to build art together, not to destroy previously done work in order to push your own ideas. Make this clear by asking the sculptors, when they're in front of their original work again, to what extent the works still looks anything like what they started with. |
Seven Up | |
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Game Concentration Exercise Warm-up
| Everyone in a circle, start counting to 7 while waving right arm up and down to the same rhythm you're counting. After 7 switch to the other arm, then the right leg, then the other leg. At the end of the last leg of 7 go back to the original arm and do the same thing counting to 6, and so on down to 1-1-1-1. |
Shootout | |
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Game Concentration Energy Introduction Warm-up
| Excellent game to get to know each other's names. Everybody's a cowboy or cowgirl, you get them in a circle and ask them to test their revolvers. Have them shoot up in air, not at each other (yet). Then ask the group to concentrate; when everybody's quiet, call someone's name. That person needs to drop to the floor as fast as he can. His neighbors take a shot a him; if he's not down fast enough, he dies (making grueling sounds). If he's down before a gun is fired, the neighbor who fired last dies. Insist that for every shot there should be at least one victim. If's there's any confusion about who shot first, they should all spontaneously die. Repeat till only 2 players are alive. Place those 2 back to back in the middle of the room, and give them a sign to start walking away from each other. When they hear you drop a coin (or a key ring, or whatever) they turn around as fast as they can and shoot the other. Again, at least one victim, and if they're not sure who shot first they should both gladly die.
Variations A shot can only be fired after a player has made a 360 degree spin.
Notes This is really a game about ChivalryK and not about winning. Use this game early in a workshop to spot the students that stubbornly refuse to be shot and correct them. You could consider your moment of death you moment of glory - show off how willing you are to accept you own death, and die with enthusiasm. |
Sideways | |
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Game Limitations Performance
| In this game we play a scene, in which the back wall is the 'floor', and the floor is a wall. So, if you are 'standing' in the scene, you would be lying on the floor, and if you're lying down, you'd really be standing against the back wall. This setup allows players to so all kinds of weird things, like defying gravity, or become a bat that's hanging upside down off the wall. |
Silly Stinky Sexy | |
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Game Endowment Performance
| 4 players. Each player endows each of the other players with either sexy-ness, silly-ness or stinky-ness. Have them play a scene in which people come together, at a party, a picnic, in church. Afterwards, ask the audience if they could see who endowed who with what. |
Simon Says | |
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Game Concentration Exercise
| You are Simon, and you tell the players to do exactly what Simon tells them to do, but only if Simon's sentence starts with "Simon says". Any time a player does what Simon tells her to do, without preceding that with "Simon says" is out. Tell the players the game starts when you say "Simon says the game has started". Then try to trick them into doing stuff they're not supposed to do. Ask them e.g. if they understand the rules; whoever nods is out. Try telling players that are out they can join in again; if they do they're out again. |
Simple Continuation | |
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Game Continuation Performance
| A scene is started, played by 2 to 4 players. Mid-scene the MC interrupts, and all characters are replaced by new players. The new players should take over the original characters, and stick to the story that was being developed. Also known as UnderstudyG. Also known as Actor SwitchG. |
Sitting Standing Lying | |
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Game Concentration Exercise Limitations Performance
| Silly game to teach fast acting. 3 players play a scene. At any point in time, there should always be one player standing, one player sitting and one player lying down. As soon as a sitter stands up, the stander needs to sit down. Try to justify the moves !
Variations Improv troupe Icebox called in with the following variation: Glad Sad Mad. Same handle. |
Six Episodes | |
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Game Accepting Exercise Group Narration
| Excellent game to teach group storytelling. Give a big task, like 'The launch of a new flavor of coke', or 'Building a new clubhouse for the girl scouts'. The players get 1 minute to prepare 6 scenes, in which the given task needs to be completed. After 1 minute there is no more discussing, they just play the 6 scenes. Time it and see if they can make their minds up. Quarreling will just slow them down, so this will only work if players agree; they should be immediately AcceptingK any usable ides. |
Slap Take | |
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Game Performance
| Very silly. But hey we're an encyclopedia; some folks really do this on stage, so here we go: 2 players do a scene. Every time a player makes the audience laugh the other slaps her. See also Spit TakeG . See also Marshmallow ManiaG . |
Slide Show | |
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Game Exercise Group Narration Performance
| Give one player a big activity, perhaps a trip through the jungle, or the construction of a home. This player needs to present a slide show; the other players will play what's in the slides.
Notes The idea is that the story is built both by the presenter, and by the images the other players present in the slides. Sidecoach players not to simply just 'build' what the narrator has described, but to extend it, to build/show the sequel or next step in the story. |
SloMo Samurai | |
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Game Exercise Warm-up
| Tell the players they are Samurai, and their right forearm is a poisoned sword. Then have them do a slow motion sword fight. The only way to fend off a 'sword' is by blocking it with your right arm. If another player's sword touches your body on any other part than your right forearm, you die a gruesome death (also in slow motion).
Notes Players should not speed up when they are about to get 'killed', but rather 'let themselves be killed'. Good game to teach a little ChivalryK .Also known as Poison ArmsG. |
SloMo Tag | |
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Game Concentration Warm-up
| Play tag, but in slow motion. Immensely entertaining if played well; players are not to escape the tagger by making a sudden movement, and the tagger cannot lash out to tag another player. Tell players to breathe, scream and groan in slow motion. You may want to have the players exercise walking in slow motion first, to make sure they are aware of how they (naturally) move, and learn how to stick with that in slow motion. |
Solitaire | |
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Game Group Trust
| All players but one spread along opposing edges of a wide surface. The player in the middle runs from one end of the space with closed eyes. The others prevent the runner from deviating too much left/right, and catch the runner at the end. This is more difficult than it sounds - it's like after a couple of steps most people start sensing a looming wall in front of them. |
Solo Doors | |
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Game Characters Environment Exercise Solo
| A SoloC exercise. Enter, as a character, through a door. Make the environment clear (by means of the (kind of) door. In that environment, address your character as a different character, then one of the characters (you again) leaves (through the door, or through another door/window/hole/whatever). Do this fairly fast and long enough so you run through your easy characters. You can shelve any interesting characters you discover of course. Excellent exercise to help you establish the PlatformK . This is like a solo variation on Ding CharactersG . |
Sound Circle | |
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Game Accepting Exercise Spontaneity Warm-up
| Everybody in a big circle. One player starts the game by making a gesture and a sound to his right neighbor. The neighbor immediately imitates gesture and sound, then turns to his right neighbor and makes a totally different gesture and sound. Tell players not to preconceive, ask them to throw themselves into this exercise.
Variations
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Sounds Like a Song | |
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Game Performance SingSong
| Playh a scene (or series of scenes). At any time, anyone can stop the scene and say 'Sounds like a song', after which the player(s) sing a song based on the last line that was spoken, or last action that was done. |
Space Jump | |
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Game Association Performance
| This is like an extended Freeze TagG game. 4 players. One player starts miming an every day activity or routine. A second player (or the MC) calls Freeze and the first one freezes. Second player builds another scene based on the frozen position of the first player. The other 2 players enter the same way. Once players 3 and 4 are in, as soon as Freeze is called, 2 and 3 take on their positions in which they were frozen, and continue their scene. And so on backwards. As soon as player 1 is back alone in his activity, he needs to finish it and that ends the game. |
Spit Take | |
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Game Performance
| Very silly. But hey we're an encyclopedia so here we go: 2 players do a scene, each holding a glass of water (or coke, or beer). After every sentence players take a spit. Or take a spit after the other player said a line. Or both. See also Slap TakeG . |
Split Screen | |
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Game Characters Limitations Performance
| Divide the stage in a left and a right half. The right part becomes the left and vice versa, and the division in the middle becomes a 'wall'. Then play a scene with 4 players and only 2 characters. When a player leaves the stage to the left hand side, his character, played by another player, should enter from the right. The character should stay the same, even though it's played by a different player.
Notes The center of the stage cannot be crossed as it is a wall. As a gimmick one might decide to make a hole in the wall, but stepping through this hole would make the character appear at the other side of the 'room' - hard to justify... |
Sportz Center | |
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Game Performance
| 3 players, and an every day activity (brushing your teeth, washing your car). In this game, the every day activity is performed as if it were done at the olympics or at a world championship. One player is the athlete, and the two others are in a TV studio - one is the interviewer who interviews the athlete's trainer, as the athlete performs the task. Usually, something goes wrong and the athlete fails miserably. Gimmicks may include:
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Squeezer | |
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Game Exercise Group Warm-up
| Get everyone into a circle, holding hands. One player starts the game by squeezing the hand of one of his neighbors. The receive then squeezes the hand of his other neighbor, thus generating a 'squeeze wave' through the circle.
Variations
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Story Story Die | |
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Game Audience Participation Die Narration Performance
| Players form a line on the stage. A title for a story, and a story genre is obtained from the audience. The MC starts the game by pointing to a player, who needs to start telling the story. At any point in time the MC can switch to another player, who needs to continue the story flawlessly, even if the switch happened in the middle of a sentence or even in the middle of a word. Players that hesitate, or whose sentences are not grammatically correct or don't make sense, are boo-ed out of the game, by the audience yelling 'Die'. The last player left ends the story. |
Story To A Chair | |
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Game Characters Exercise Solo
| A SoloC character exercise. Tell a story to a few chairs. Any story, and the story does not really matter. Then, as you go, start playing all the characters. Feel free to narrate in between. Make your story such that it becomes easy to establish the character. Start with something like 'Jodi didn't really like leaving the house' -- which would point yourself to playing somebody with an outdoor phobia. |
Stretching | |
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Game Warm-up
| As a warm-up, let's do some simple stretching exercises. Everyone in the group shows a stretch of a body part, and that is then done by all others. Repeat until the whole body has been stretched.
Notes On a silly note, try stretching unstretchable body parts: eye balls, ears, hair, noses, toenails. |
Stunt Double | |
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Game Performance
| A scene is played by 2 players. Every time a player needs to do something difficult/unpleasant, another player jumps in as a stunt double. When done, the stunt double freezes the scene and the original player continues the scene. |
Sung Story Die | |
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Game Audience Participation Die Performance SingSong
| This is like Story Story DieG , but sung. Get a suggestions, and sing a song to that suggestion. When the host points to another player, that player continues the song. Both music and lyrics should fit flawlessly, otherwise the player is out. Can be done with an without a musician. Without is a bit easier as the rhythm can be broken a bit more easily. Then again, continuing the musical line can be more difficult. |
Supermen | |
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Game Characters Performance
| A great PimpingK game. 4 players. First player gets from the audience a silly little problem, like My Shoelaces are Untied, and a simple object, say a kitchen cabinet. First player starts a scene in which the Problem arises, and her character is unable to fix the problem. Hence she calls in (explictly) the help of Kitchen Cabinet Man. This is a SuperHero, like Superman, Spiderman, you know that kind of cartoon-character heroe types. Our Superman comes in with lots of brou-haha (high StatusK ) only to make the problem worse (and a status switch to low status). So our hero calls in the help of yet another Superman. Use whatever you can think of first. Say Toothpaste Man. Again this hero comes in high status, screws up even more, does a status swtich and calls in yet another hero, who finally fixes the problem. The game is really pimping folks into playing outrageous superheroes. The status switch from high to low after screwing up is pretty important too here. See also Mr. So and SoG for another PimpingK game. |
Supernova | |
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Game Energy Exercise Warm-up
| Nice energy builder. All players dispersed around the room, have everyone stand up comfortably, feet apart, eyes closed. Ask your players to imagine they've got a ball of energy hiding in their chests, radiating warm light. Ask them to imagine this light and energy starts filling their chest, their arms and legs, their hands and feet, their head, their whole body. Then ask the players to imaging this light starts shining out of their bodies, through their eyes, their fingers and toes, filling the whole room. Then imagine the light starts filling the whole building, the street, the city, the country, the whole world. Finally, imagine this warm light starts reaching into the skies, up to the moon, overpowering the sun, filling the whole of the universe. End the exercise by asking the players to open their eyes. |
Surprise Movement | |
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Game Association Exercise Spontaneity
| Have everyone walk around leisurely. Tel them to stop and start make a movement, a gesture, a sound, anything really. Let the players repeat the gesture until they know what they 'are'. The idea is not to preconceive, but to let it happen. Players may turn out to be dish washers, ushers, lawn mowers, ping pong balls, whatever. Explain that there are no wrong answers. Tell the players just to acknowledge what they 'are' for themselves, and then move on, stop again and make another gesture/movement/sound. |
Survivor | |
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Game Audience Participation Concentration Die Exercise Look and Listen Performance
| Four to six players play a scene. Then the audience chooses one of the players to get "voted off the island." The remaining players do the scene again, covering everything that happened the first time. Then another person gets voted out, and so on until one person has to act out the scene all by themselves. There are various ways of re-playing the original scene, even when only one player left: player can do a monologue, can play all original characters herself, you name it ... You can play this for an audience, but it's also a great listening and paying-attention exercise.
Origin The Improvoholics mailed us to claim they developed this game. Thanks guys! |
Swedish Sculptors | |
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Game Exercise Group Trust
| This one is an extension of SculptorsG . Divide the class in 2 groups, same number of players in every group. One group is clay, and they close their eyes. The other group are sculptors. The sculptors build one sculpture out of all the 'clay' players. The sculpture is finished when all of the players touch someone else (so all are connected to the sculpture). The artists cannot 'push' the clay into position - they need to 'pull' parts of the clay into position without actually pulling. 'Pulling' is done by touching a body part with an open hand, and then moving the hand about. They 'clay' players need to 'follow' the moving open hands. As soon as the sculpture is finished, the sculptors moves away, and re-build the statue, themselves now becoming clay. The (original) clay players keep their eyes closed. As soon as the imitation sculpture is finished, the clay players, eyes still closed, try to find 'themselves' in the imitation. When everybody has found themselves the game is over, and the clay players assess to what extent they found 'themselves' and to what extent the imitation is exact.
Origin Described in Augusto BoalR 's Games for Actors and Non-actorsR . |
Switcheroo | |
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Game Continuation Performance
| This is like Simple ContinuationG , except that the MC interrupts the scene several times, and at each interruption all actors in the scene get switched; no new actors join in, and no actors leave. See also Hat ContinuationG . |
Switch Gibberish | |
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Game Exercise Gibberish Performance
| JabbertalkK exercise: let a player tell a store. Whenever you ring a bell (or clap your hands) player switches to GibberishC - the story should continue and should make sense. If you do this as an exercise, try sidecoaching with different kinds of gibberish. Try any language you don't know (Mongolian, Italian, Russian, Chinese, you name it). |
Sybil | |
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Game Long Form Performance Solo
| This is basically a one-person Long FormC . In this format the player plays all characters. The play typically starts with a character monologue and then goes into scenes alternated with more monologues. One could summarize the 'rules' as:
Origin The format is attributed to Andy Eninger. The name is based on a book with the same title, about Sybil Dorsett, a survivor of child abuse who was diagnosed with the first multiple personality disorder. She alledgedly played host to 16 separate personalities.More info can be found on www.sybilization.com. |
Synchro Clap | |
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Game Concentration Energy Exercise Warm-up
| All players in a circle. One player starts the game by making eye contact with another player. Then, both clap their hands simultaneously. The 'receiving' player then makes eye contact with another player, and they synchro-clap. And so on. Once a firm rhythm is established, start accelerating slowly. |
TellTales | |
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Game Long Form
| We're doing almost exactly this for two weeks at the beginning of April with a cast of 5. We call it "TellTales" and it ROCKS. We don't restrict the actors to interacting with invisible characters though. Our cast of five gets one ask-for each at the top of the show, and then each person is free to play solo scenes with invisible characters, addressing the audience, musing to themselves, speaking on the telephone, just being physical and so on until another player enters, at which point they have to leave. Over the course of the evening we build a complete play (and the actors can play multiple characters too if they want). We're doing 45 minutes of scripted monologues in the first half, and then a 45 minute TellTales in the second half. All the info is on our website, and look out for this show in "plugs" shortly! |
Theatresports | |
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Game Format
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Theatre Sports is really a collection of formats. We'll summarize the general rules, and then describe the variations for the different sub-formats:
Variations Some troupes let the judges issue the challenges. Other troupes allow the winning team a free scene.Danish variety: in this format there is only one judge, called an Ombuds. The Ombuds is both Commentator, MC and scorekeeper. This format is quite often played with props, in a décor. Sound and light effects are also used. The Danish version is a bit simpler, and can be used to play with beginners. Some troupes start an evening off with a 20-minute Danish game, and then play a 45-minute full version after the intermission. Theatre sports are played all over the world, and teams from different cities and troupes quite often meet in competition.
Origin Theatresports is a registered trademark by Keith JohnstoneR . A complete overview can be found in his book Impro for StorytellersR . |
The Bag | |
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Game Characters Exercise
| This is a group exercise for building CharactersC . One player on a chair, up to 5 other players sit in front of her. The player on the chair starts by taking something out of a big mimed bag. She holds the object in front of her and names the object - anything that comes to mind is just fine (see WarehouseG , Open Your HandG or PresentsG ). The other players start asking the middle player questions about the object, why she has it, what it might mean to her. After a few questions, she is asked to take another object from the bag - again, this can be anything and need not be related to the first object that came up. This prompts more questions, and more objects. Continue until we know the character that is sitting on the chair.
Notes The idea of the exercise is to construct the character as a group. Both objects, questions and answers to the questions will provide cues to who the person on the chair might be. Avoid very leading questions, although any element in the questions should probably be accepted.As soon as the person on the chair has an idea of who she might be, what her state of mind might be, how old she might be, what her StatusK might be, she should start showing these qualities, until she really 'becomes' the character. Use voice and body language to express this. |
The Bat | |
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Game Limitations Long Form Performance
| This is a Long FormC format based on Blind HaroldG . It is basically a long form played with the lights out in a theater. You can download mp3 files of a couple of Bat performances off the website of the Impatients .
Origin The format was created by Joe Bill of Annoyance Theatre in Chicago. |
The Gerbil | |
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Game Performance
| Invent a silly dramatic story, and explain it to the audience. Classic example is the following: "After fixing the roof, Roger decided to clean the house, including the cage of Mary's gerbil. He put the animal in a frying pan, from which it escaped to the roof, where it got stuck in some fresh tar. Roger put it back in it's cage, where it got smothered by the fresh woodchips. Roger tried to use a solvent to clean the creature, but the solvent fumes cause the creature to die of a cardiac arrest. At that point Mary walks in". This is when the scene starts: Roger needs to explain what happens, but as soon as the audience starts laughing Roger is replaced by another player who gets a new shot. The idea is to try and play the scene without getting the audience to laugh.
Notes Don't stick to the gerbil story - you can invent any silly story for this game.
Origin Attributed to Keith JohnstoneR and described in Impro for StorytellersR . |
The Good, the Bad and the Ugly Advice | |
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Game Audience Participation Die Performance Verbal wit
| 3 players, form a line (or sit down). The audience provides questions or problems for which they need advice. The 3 players provide good, bad, and really bad advice. Have the MC choose who provide what advice, so everyone can have a stab at really bad advice. If the 'bad advice' is really bad, then the Ugly advice should be even worse. You can play this as a DieC game - if a bad advice is not followed by an even worse advice, replace the last player by another one. |
The Magnet | |
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Game Concentration Exercise Group Trust
| Played in pairs. One player becomes a sculpture, standing still, while his partner closes her eyes. She needs to explore the statue, with her eyes closed, and then tries to become the same statue. See also Swedish SculptorsG for a similar exercise. |
The Party | |
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Game Endowment Guessing Performance
| One player plays a character that is having a party. The other players will be the guests, and the audience provides us with who the guests might be. Of course the host does not know who the guests are. His task is to guess who the guests might be, based on hints the guests offer. The games is over as soon as the host has guessed all guests.
Variations Use quirks instead of characters - Also known as Party QuirksG. |
The Scream | |
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Game Energy Warm-up
| Everybody in a circle, watch the ground. On your sign, everybody lifts their head and either looks straight, left or right. Whenever 2 people look each other in the eyes, they scream as loud as they can, as if they're startled, and then drop dead. Repeat till only one or 2 players are alive. Also known as Jeepers PeepersG. |
Three Line Environment | |
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Game Environment Exercise
| Played with 2 players. They get 3 lines (first player gets 2 lines, second one gets one line). Using no more than 3 lines (A-B-A) they need to establish their PlatformK ; who they are, where they are, when and why. See also DoorsG . |
Three Line Solo | |
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Game Characters Exercise Solo
| This is a SoloC exercise. Play a 3 line scene with 2 characters. Play both characters yourself. Repeat at high speed so you run through your 'easy' characters fast. |
Three Melodies | |
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Game Performance SingSong
| Ask for 2 occupations. Then do a 4-beat scene as follows:
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Three Noses | |
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Game Energy Exercise Introduction Warm-up
| A fun and silly game. Let everyone walk leisurely around the room. When you shout '3 Noses' the players must form little groups, each group consisting of 3 touching noses. Use your imagination - as for 7 left big toes, 2 earlobes, 9 fingers, 4 nipples, 5 bellybuttons. Repeat till everyone is giggling.
Notes This is a great game for new groups, as it lets the players get a feel (literally) for each other. |
Three Rules | |
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Game Limitations Performance
| Get 3 rules from the audience, e.g. players have only one arm, players can't use a word that contains an 's' and after every question uttered players needs to yell 'Yess!'. Players then play a scene, obeying the 3 rules. For examples of what else might be used as a rule see the other games in the LimitationsC category. Also known as Ahab and the WhaleG. (beats us why) |
Three Sentence Story | |
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Game Exercise Narration
| 2 players. 3 unconnected sentences are provided by one player; the other builds the shortest possible story incorporating the 3 sentences. |
Timed Scenes | |
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Game Performance Timed
| Here are a couple of different ways to time scenes (apart from using your watch)
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Timeline | |
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Game Limitations Performance
| A scene is played, number of players unlimited. The scene starts in prehistoric times, and evolves through the ages, till it ends in the future. The idea is to stick to one and the same story line, but as time progresses, characters may take on characteristics or use attributes appropriate to the 'time'. Of course, every characteristic and attribute needs to be justified and take the scene forward. |
Tossing | |
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Game Group Trust
| Eight players form 2 lines, facing each other, and mesh their forearms together, to form a platform to 'launch' another player up in the air and catch him again. Do make sure that your platform is sturdy (holding the other players by the wrists seems to be most solid). See also Free FallingG and Heave HoG for similar games. |
Touch to Talk | |
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Game Limitations Performance
| In this handle players play a scene in which they can only use speech when they touch each other.
Notes
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Translate Gibberish | |
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Game Association Exercise Gibberish Spontaneity
| This is best played with an odd number of players. Everyone in a circle. The first player gives a gibberish word to her right neighbor, who translates the word. The next player provides the next gibberish word, and so on.
Variations The receiver can provide both the translation, and a new gibberish word.You may want to add the origin of the language along with the translation.
Notes Any gibberish word might be translated as 'banana' of course, but that is not the idea of the exercise. For your translation, use the first thing that comes to mind. You may be inspired by the whole sound of the word (it might sound like something 'known'), or parts of the word (only the vowels, or only the consonants), or by the intonation of the 'giver', or even by her expression or body language.Try gibberish in different 'languages' or 'accents'. Also known as Gibberish DictionaryG. |
Translation for the Deaf | |
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Game Experts Performance
| We need 3 players for this game. One will be an expert on a topic provided by the audience; another will be the interviewer. The third will provide simultaneous translation for the hearing impaired, using 'sign language'.
Notes This works best if the interview itself does not go too fast, so the translator has plenty of time to translate. Also helpful are returning keywords that the translator can always translate the same way.A gimmick is to translate everything literally, even 'dummy' words, like 'oh', 'great', 'hm hm'. |
Triple Play | |
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Game Long Form Performance
| This is really a series of 3 3-act plays mixed. Three separate plays are played, each based on different audience suggestions, and not related at all. We first see the three first acts for every play, then the three second acts, and finally the three final acts.
Variations Some folks play each act in a different style, usually a kind of play (say Shakespeare), a kind of movie (say a spaghetti western) and something musical (say a musical or an opera).
Origin We believe this is copyright by LA Theatersports. But we've also seen in played in Germany. If you know more about this please let us know. |
Trivial Pursuit | |
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Game Performance Verbal wit
| MC asks the audience to pick Trivial Pursuit cards. Players line up, and the MC reads questions from the cards picked by the audience. Players invent the funniest answer to these questions.
Notes The MC needs to screen the questions; a question like 'In what year electricity was invented' should be avoided. As there are 6 questions on a card, go for the question that is vaguest and offers most options.
Variations Read the answer, and let the players come up with the question. See also Reverse Trivial PursuitG . |
Tug-O-War | |
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Game Accepting Exercise Group
| Divide the class in 2 groups and have them mime a Tug-o-war fight. See if
Variations Do 2 per 2. Or try men against women. |
Turning Circle | |
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Game Concentration Warm-up
| Fun game to warm up those muscles and get the blood pumping. Everyone in a circle. The circle starts running (slowly) clockwise. As soon as anybody shouts 'go', the circle changes direction, without anybody bumping into someone else. |
TV News | |
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Game Performance
| 3 players, who play characters in a TV newscast. One will be the lead anchor, another will do the weather, and the third is a reporter at a location. Then, a newscast is played.
Variations Ask for an audience suggestion for a central theme in the newscast. |
Typewriter | |
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Game Narration Performance
| This is a nice handle to structure scenes. One of the players is the Narrator. He has a (mimed) typewriter and starts the scene by reading aloud as he types. As soon as the Narrator has given a few elements, the players take over and start playing the scene. At any point, the Narrator can take over again, perhaps switch to another location, introduce new character, provide tilts or flashbacks.
Variations When a scene goes bad, the Narrator can mime ripping a couple of pages of his story apart, and restart the scene (or the story). |
Verses | |
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Game Limitations Performance
| Scene is played in verses, that is, every player need to rhyme to herself. Nice handle to combine with a Shakespeare style. See also RhymesG . |
Virus | |
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Game Energy Warm-up
| Use one empty plastic soft drink bottle. Whichever player has the bottle is the virus. The virus can move around and infect other players, but only the player with the bottle can infect new players. All infected players chase the healthy players, till all are infected. Evidently, the infected payers need to pass the bottle around in order to be able to infect new players. |
Voices From Heaven | |
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Game Characters Exercise Narration Performance
| Excellent game for building characters and group-storytelling. 4 players, ask the audience who they are, what their occupation would be. These 4 characters have died together, and they are going to tell us how that came about. Players line up. The game is played in 3 rounds. In every round, each player offers some information about how they happened to die. At the end of the thirds round, they should all be dead.
Notes It's fun to take risks - if in the first round each of the players just offers what they happened to be doing the day they died, and where. It is quite a challenge to get these 4 stories together, including the deaths of all characters, by the end of the third round.See also Goon RiverG for a more open, more free Long FormC version of the same HandleK . |
Walking by Numbers | |
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Game Concentration Exercise Look and Listen Warm-up
| Every player finds himself a spot in the room, make sure players can see each other. When you give a sign, exactly 1 person starts walking. Whenever that person halts, one person, and only one person starts walking. Gradually increase the number of walkers. See also Group FreezeG . |
Walkout | |
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Game Limitations Performance
| You need at least 3 players for this one. Give each player a word. Start playing a scene with 2 players. As soon as a player hears her word, she has to leave the scene. As soon as she hear her word again, she needs to walk into the scene again. Walkouts and re-entrances need to be justified. Also known as Exit GameG. |
Walk-over Association | |
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Game Association Exercise
| Another way of playing association games. Place all players at one end of the room. Ask them to name, for themselves, all the things they think of when you throw them the word 'Banana' (or anything else). For every word they come up with they can take a step. They should keep thinking of stuff until they reach the other side of the room. Then throw them another word.
Notes Watch for players that take unreasonably big steps. Ask them if they are afraid they will run out of ideas.
Variations You can combine this with Last LetterG . |
Warehouse | |
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Game Exercise Spontaneity
| Let the players walk around leisurely. Tell them they are in a big warehouse, with lots of shelves and cabinets, packed with junk. Let the players reach out, take something from an shelve, and name it. Players should not preconceive, just open their hands and mime taking something from a shelf, and see what it becomes. Once they've named it for themselves, they place the object back, move on to another shelf and pick up something else.
Notes If players find this difficult, have them play PresentsG first.See also Open Your HandG . |
What are you doing | |
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Game Association Exercise Warm-up
| This is really a DissociationG game, but fun to play. Everyone at one end of the room, form a long line. The first player of the line steps into the room and starts miming an activity. As soon as the activity is clear, player 2 approaches player 1 and asks 'What are you doing'. The first player answers something that has nothing to do with what he's actually doing. E.g. if player 1 is cutting someone's hair, when asked what he's doing he might say "I'm reading the newspaper". First player moves away, and the second player starts miming the activity stated by the previous player. A third player comes up to player 2, asks what he is doing, and so on. Play until everyone has mimed something, and has answered the question.
Notes Other dissociation games are MalapropismG and DissociationG . |
What Happens Next | |
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Game Exercise Group Narration
| One player in the middle, the others sit aside. Any person can give the middle player a task, which she performs, and then she asks 'What happens next' ? Any player may suggest what needs to happen next, but the idea is for the group to construct a coherent story.
Notes The player in the middle should only and strictly be doing what she's told; it is up to the players at the side to construct the story.Also known as And ThenG. |
What Has Changed | |
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Game Concentration Exercise Look and Listen
| Played in pairs. One player observes another closely. Then she closes her eyes, and her partner changes three things in his appearance. She open her eyes again and tries to discover what has changed. |
What would she be if | |
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Game Association Exercise
| Choose one player and let her stand in front of the class. Then ask the whole class to think what she would be if she were a car, a flower, a building, a era, a foreign country, a mineral, a beverage, your name it.
Notes Tell the group there are no wrong answers. You may want to ask players what triggered their responses - the answers will probably vary widely.If you are doing a series of workshops, it may also be interesting to play this game early on, before people know each other, and then again after a couple of weeks, when everyone has gotten to know everyone a bit better. See if the answers are any different. |
Whoosh | |
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Game Energy Warm-up
| Everybody in a circle. Start with one person, who waves both hands to his/her neighbor, saying 'Whoosh'. The next person passes the Whoosh to his neighbor, and that way the Whoosh is passed around the circle. There's 4 other sounds/movements that can be made.
Variations You can invent other sounds and gestures. You might replace Whoosh by a kind of Vroom-Vroom, as is you're in a car, and replace Wow by the sounds of brakes ('iiiii') etc. Also known as Zip Zap ZoopG. |
Who Where Why Am I | |
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Game Endowment Performance
| One player leaves the room. The audience provides:
See also HijackerG . |
Without Sound | |
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Game Limitations Performance
| A scene in played, in which no talk of no sounds are allowed. See also Without WordsG |
Without Words | |
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Game Limitations Performance
| A scene is played, in which the players are not allowed to talk. Sounds, like slamming doors, running water, singing birds, echoing footsteps are allowed. See also Without SoundG . |
Word at a Time Expert | |
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Game Limitations Performance
| 3 players: one is the interviewer, and the other 2 are an expert on a subject chosen by the audience. The expert is really one person, with 2 heads, and answers to the interviewer's question are provided word by word, one word at a time per player. Also known as OracleG. ; use an ancient Greek oracle instead of an expert, and have the audience ask the oracle questions about life & love.
Variations The interviewer can raise the stakes, e.g. by pimping the expert into a word-at-a-time-song. |
Word at a Time Letter | |
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Game Exercise Narration
| Play in pairs. The 2 players will compose a letter, one word at a time. Have them actually write down the letter. Anything, even 'where' on the paper one starts writing, is an offer. No need to sidecoach, but the possibilities are endless; thing about greeting cards, love letters, legal stuff, promotional letters, suicide notes, etc. |
Word at a Time Scene | |
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Game Limitations Performance
| This is like Word at a Time ExpertG , but with a bit more scene work. 2 players, speaking one word at a time, alternating between the players. The scene is starting by stating who they are, or where they are. Example: "We-are-on-a-sunny-beach". The players then actually play that, and build a story, word at a time, and actually playing the story at the same time. For example: "We-see-a-dead-whale"; the players should actually see the whale, and do something with it. There is no need to 'say' everything before doing it ( use our motto: Play it, don't say it).
Notes Players have an adventure together; the story needs to happen to both of them, they are not to play against each other.As many players tend to verbosity, use a director that 'cuts' the scene and tells the players what to do. Example: "Give the whale mouth-to-mouth".
Variations Allow a third character to enter the scene, playing against the two others. Now the lines are done word per word, by 3 players, but we have 2 characters. This gets extremely silly/messy - to create some order out of this chaos make sure the third player (i.e. the second character) has a different voice (different accent or pitch). Unlikely to produce interesting stories, but quite hilarious. Also known as Ping PongG. . |
Word at a Time Song | |
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Game Limitations Performance SingSong
| This is like Word at a Time SceneG , but here the players improvise a song. Song can be sung to a known melody (makes things a bit easier), or on a tune played on the piano. Tell the piano player not to play too fast, though. |
Word at a Time Story | |
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Game Exercise Group Narration
| This is an exercise to train group narrative. All players sit in a circle. We are going to tell a story one word at a time. Each player provides one word of a sentence. End of a sentence can be indicates by a player saying 'period', although that is not necessary.
Notes This is more difficult than it sounds, especially with newbies. If you're working with novice players have them try a familiar story. like Snow White & the Seven Dwarfs first. Summarize the story before they get started, to make sure they're all on the same story. Don't be surprised if gagsters manage to smuggle atomic bombs and crashing aircraft into the story. Ask the group if they can see/understand the reasons why their story sucks.You can also play this a challenge with newbies: divide the group into 2 circles, and have them compete each other - see which group can finish the story first. |
Word Ball | |
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Game Association Exercise Warm-up
| Another association game. All players in a circle. One player starts by tossing a word to another player. The receiver associates on this word, and throws his association to yet another player.
Variations
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Worlds Worst | |
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Game Performance Verbal wit
| Not exactly theater, but fun if played well. Players line up, and the audience provides verbs, hobbies and occupations. The players need to come up with the worst possible way of doing/being what the audience suggests. |
Yes Lets | |
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Game Accepting Exercise Group Warm-up
| Excellent warm-up, and great introduction to AcceptingK . Pick a group activity, like throwing a party or organizing a picnic. One player starts, saying "Let's ..." filling in what she wants to do. Then she starts actually doing what she said she wanted to do. A second player jumps in, saying "Let's ..." do something else, to advance the group activity. Both players say "Yes, let's do that" and start doing whatever suggested. Third player jumps in, suggests what to do, and again all players loudly agree to do it, and actually do it. Continue till everyone has suggested something. See also Yes Lets - or Rather NotG for a more advanced version of this exercise. |
Yes Lets - or Rather Not | |
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Game Accepting Group Narration
| This is a bit controversial, and you probably don't want to do this with newbies. This one goes a bit like Yes LetsG : all players on stage, someone provides a location, e.g. a beach. One player suggests an action. All players that like the action yell 'Yes, Let's do that' and start doing it. Whoever does not like the suggestion steps out sits down. Game continues till only one player is left.
Notes This one is a bit controversial as players will object that (one of) the main ideas in Improv is to accept, and in this game one can reject a suggestion.The idea behind this exercise is that we want our players to be Mr. Nice GuyK - players should try to make their co-players happy. The problem is to learn what suggestions are 'good', which suggestions make our other players happy. And that's what we're trying to learn with this exercise. Attitude is important for this one:
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You | |
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Game Exercise Look and Listen
| Everyone in a circle. Everyone raises their right hand. The 1st person points to someone in the circle with their hand up and says "you." They do the same until everyone's hand is down, and the last person has pointed back to the 1st person, thus completing the circle. Important: This is a pattern that never changes. Repeat the pattern until it feels comfortable. Then switch places in the circle. Repeat the pattern. Close your eyes, and repeat the pattern. When everyone is comfortable with that, everyone raises their hand again. The same 1st person begins. Name something: a favorite tv show, food, whatever. Don't point to the same person that you did last time. Once you feel comfortable with this pattern, you begin both. Start with "you" and add the next level. (Ex: "you, you, you, string beans, you, corn, pizza, you, etc.). If you feel that this is becoming too easy, add a third pattern, swtich places in the circle, close your eyes.
Variations More of a challenge, start two patterns, and then add the pattern of pointing to someone, and saying the name of the person to your right. Once that pattern is good, switch places in the circle. |
You're Fired | |
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Game Characters Exercise Limitations Performance
| This is a scene with 2 players, in which the lines are scripted. Here's the script:
Have the players play that scene. They need to stick to the script, but can really do anything as long as they don't add any lines. It probably won't be all that interesting. Then make them replay the scene, but give them a side coaching (which the other player and the audience or the rest of the group don't hear). See if the scenes become any more interesting. Things you might give a player could be
Notes Players can do quite a lot without deviating from the script. They can build/open doors, windows, cabinets, make all kinds of noises or faces.Remind players they can switch status. Perhaps they could try and make clear what's on the note? Is it bad, or petty, or funny, or sad?
Variations Feel free to come up with a different scene, with different lines.See also Fast Food StanislawskiG . |
Zapping | |
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Game Concentration Performance
| 4 players, each chooses a TV format, like the News, a documentary, a Pokemon show, you name it. The audience provides a central theme, and the MC will 'zap' through the channels. Miraculously, all broadcasts cover the same theme. |
Zulu(1) | |
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Game Performance Verbal wit
| All players form a line, facing the audience. Audience suggests a general product category, like soup or family cars. Players then have to come up with original new names for (new) products in that category.
Variations There is another game named Zulu - see Zulu(2)G . |
Zulu(2) | |
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Game Audience Participation Die Performance Verbal wit
| All players form a line, facing the audience. Audience suggests a general product category, like soup or family cars or candy bars. The MC now points to a player, who needs to keep coming up with original names for a product of that category. No doubles are allowed, neither are existing brand names. A player that makes a mistake 'dies' (when the audience yells 'Die'). The MC can switch players at any time, and the game lasts till there is only one player left.
Variations There is another game named Zulu - see Zulu(1)G . |
Accepting
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| Keyword
| Embracing each OfferK made by other players to advance the scene. A good thing. |
Advancing
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| Keyword
| The process of moving a scene forward. Generally a good thing, as opposed to WafflingK , BlockingK , CommentingK , SidetrackingK and PostponingK (to name just a few :-) ) |
Ask-for Continued
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| Keyword
| Here are more ideas for Ask-fors (Continued from Ask-forK ). If you're tired of asking the same old stuff over and over again, buy a summary history book (you know - something like "History of the 19th Century" - a book that summarizes the historical highlights of every year within a century), ask for a page number and pick anything off that page. You'll get plenty of different locations, characters, objects (the invention of the light bulb) and so on. Instead of asking for something specific, you can also just start talking they mention as a scene starter. Asking for that much information may even be necessary for games like Day in the LifeG . Be creative with the actual use of suggestions in a scene. Classic example is using the location 'Bathroom' only to step through the mirror into a kind of Alice in Wonderland location. Instead of just asking for suggestions before a scene, why not ask the audience to write down suggestions on slips of paper before the performance? Put these in a hat and just draw suggestions before the scene. Or stick them on a dartboard and have an audience pick the suggestion by 'darting' it. There is a long list of ask-fors at LearnImprov.comR . On YesAnd.comR you'll find the Ask-For Superstore ( http://www.yesand.com/phpBB2/viewtopic.php?t=5275 ). |
Ask-for
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| Keyword
| Question asked of the audience to get some input to steer a scene. See Audience ParticipationC . Here are some 'classic questions' :
If you want to be a little more original try things like
More on Ask-for ContinuedK ! |
Beat
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| Keyword
| A unit of action in a scene or item in a series of connected scenes. A HaroldG is generally composed of 3 beats. |
Blocking
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| Keyword
| Not AcceptingK other players' offers, and actually destroying these offers. Not the same as IgnoringK . Not a good thing. |
Breaking The Routine
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| Keyword
| Interrupting a (routine) action with another one in order to advance the scene. Generally a good thing. |
Canadian Cross
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| Keyword
| A Canadian Cross is when a player crosses the scene, without actually taking the focus in the story, as to add something to the scene. Classics are:
If you intention is not to steal the focus, either cross from the back/side, and indicate (eye contact) to the other players that you're just adding to the platform, not stealing focus. Fun when done well, but use sparingly. |
Canceling
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| Keyword
| Canceling is destroying what has been established. Better is to use all elements that have been introduced - see ReincorporatingK . |
Character Journal
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| Keyword
| Keep a list on paper, of fleshed out characters. You want to document POV, voice, background, mental state, physical behavior, status, you name it. Controversial - some folks claim this actually un-frees your mind when playing, others find it helpful as part of their Bag-O-Tricks. Your mileage may very. |
Chivalry
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| Keyword
| Chivalry means not clinging to your own ideas, your own StatusK , or even your own life (as a character). Chivalry is daring to give up control. As Keith JohnstoneR teaches, players should allow themselves to be changed by other players. Be happy to be forced to change, and change . Obviously a good thing. |
Commenting
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| Keyword
| Stepping out of the scene and commenting on what's going on. Use sparingly. This is basically the handle for AsidesG . |
Conflict
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| Keyword
| Conflict usually makes a story; once you've established a PlatformK you will probably use a conflict to advance the scene. A good thing if the conflict fits within the platform, and if it advances the scene, but you usually do not want to start a scene with Instant Trouble. |
Edit
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| Keyword
| An edit is the act of interrupting or ending a scene. Sometimes, the host or director will edit scenes to cut them short. In Long FormC , players can edit a scene to start a new scene. |
Endowing
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| Keyword
| Assigning attributes to another performer's character. A good thing if it helps the other player to establish his or her character (and if it is accepted. obviously). |
Focus
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| Keyword
| The center of the attention of the audience. Focus should be in one place at any time - if more than one action/plot is going on simultaneously the focus is split. Less experienced improvisers often tend to steal the focus (i.e. split the focus and draw it to something unnecessarily new they introduce). |
Fuck Your Fear
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| Keyword
| This is a central theme in Mick Napier's book Improvise - Scene from the inside outR . The idea is the improvisors fear the consequences of their own actions (or the actions of their characters) and as a result, freeze, or stick to safe-but-boring actions and scenes. Napier urges us to fuck our fear, and just do something, anything, and see where it leads us while improvising. |
Gagging
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| Keyword
| Joking, doing funny things, using Verbal witC without advancing the scene. Might make you popular with the audience but not with your fellow players. Not a good thing. |
Gossiping
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| Keyword
| Talking about the action instead of doing it. Or talking about what other people do, or about things in the past or the future. Not a good thing. Try and stick to the motto "Play it, don't say it". |
Handle
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| Keyword
| A Handle is the premise for a scene. Most of the games in the Games section are actually game handles. |
Hedging
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| Keyword
| Making smalltalk rather than forwarding the action. See GossipingK . |
Hoedown
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| Keyword
| A hoedown is a square dance, or a gathering where a square dance is featured. The word is commonly used to describe any country or hillbilly type gathering, generally one with fiddle and banjo music. Hoedowns were originally harvest festivals of sorts, a gathering held in the fall as the crops were brought in. The farmers who attended would put their hoes down and come to a dance, hence the word "hoedown". In the Improv world, Hoedown refers to a song structure made popular by the TV show Who'se Line Is It Anyway. It's a simple melody, with 4 lines to a verse, and no chorus. Rhyme pattern in the verse is usually ABCB. You'll find a MIDI version of the WLIIA song, as well as sheet music for a simplified version on our [music] page. |
Host
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| Keyword
| The Host is the person who welcomes the audience and introduces the players. Some troupes have the host actually MC the performance, whereas other troupes use a separate director. |
Ignoring
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| Keyword
| Ignoring others' offers. Not a nice thing to do. Note that this is even worse than BlockingK . |
Instant Trouble
| |
| Keyword
| Starting the scene with an offer that creates a problem of a conflict. Usually frowned upon. It is usually better to first establish a decent PlatformK ,so we know who the characters are, where they are, what their StatusK is, and how the relationships between them are define. After that, a ConflictK can be dealt with far more interestingly. |
Jabbertalk
| |
| Keyword
| A nonsense language. Also called Gibberish Invented on the spot. See GibberishC for games that use Gibberish. Fun fact: French speakers call this 'Yaourt' (yoghurt). |
Joining
| |
| Keyword
| Having the same reactions as your fellow players. This is basically a security blanket that avoids changing the StatusK between players. A quote from Keith JohnstoneR : "Never accept joining as proof that the players are working well together." See Mr. Nice GuyK , TiltsK and StatusK . |
Justifying
| |
| Keyword
| Finding a solution for every OfferK and every element introduced in the scene. The idea it to justify everything. A good thing, obviously. |
MC
| |
| Keyword
| Master of Ceremony. The host of the show. In some cases the host is also the director. |
Mr. Nice Guy
| |
| Keyword
| A good improv player is one that makes it easy for other players to play with him or her. This encompasses AcceptingK what your fellow players have to OfferK , and some ChivalryK . This does not mean you always need to play nice characters. You can still be an evil character and be easy to play with! Also known as Mrs. Nice Girl. |
Mugging
| |
| Keyword
| Making silly faces instead of acting truthfully. Usually frowned upon. |
Narrative
| |
| Keyword
| The actual story told by the scene. Scenes should generally have a decent beginning, middle and end. See NarrationC for games/exercises that focus specifically on narrative. |
Notes
| |
| Keyword
| Notes is the term used to indicate the Post MortemK : after a show the director or MCK discusses the scenes played, analyzing what went wel land what went wrong (and who did it, and why). |
Object Work
| |
| Keyword
| Miming the objects and PropsK used in the scene. |
Offer from Space
| |
| Keyword
| A bizarre action or statement, seemingly coming from nowhere, as an OfferK in the scene. To be avoided in general, as it tends to break the reality of the scene. |
Offer
| |
| Keyword
| Any action or dialog that may advance a scene. Usually a good thing. Offers are supposed to be accepted. A strong offer is an offer that clearly gives a direction into which a scene might evolve. An Open OfferG is an offer that leaves a lot of possible directions for the scene to evolve in. |
Opening
| |
| Keyword
| An opening is the start of a Long FormC performance. The opening can be anything (a monologue, word association, song), and is used to set the theme around which players will be improvising. Openings can be skipped altogether. Not all longform formats have or need an opening. |
Out Of Your Head
| |
| Keyword
| The expression 'getting out of your head' refers to not thinking, letting go of preconceived ideas (which your co-players obviously are painfully unaware of). Goes with the expression 'being in your head': not being 'in' the scene, but thinking about what you should be doing/saying/plaing. Improv works best if you just let it happen and don't think about it too much or too hard. It works best is you're not in hour head. |
Overloading
| |
| Keyword
| Overloading is throwing unnecessary elements into a scene; this will usually lead to SidetrackingK . Another common cause of overloading is often the introduction of a new and un-needed character, which will usually prevent whatever was going to happen from happening. |
Pimping
| |
| Keyword
| Playfully getting another player to do something unpleasant or difficult. Not really a good thing as it doesn't show much ChivalryK . Used sparingly if can be quite funny (if accepted). |
Platform
| |
| Keyword
| The who, what and where of a scene. Success of a scene often depends on a solid and clear platform, so we probably want to establish the platform as early as possible. You probably want to stick to your platform, to avoid SidetrackingK . |
Playlist
| |
| Keyword
| List of games / HandleK s to be used in a performance. Usually different for every performance. If you're playing Long FormC then you probably won't have a playlist. |
Post Mortem
| |
| Keyword
| Discussion of the show by the performers (and the director or MC) to identify problems that arose as well as things that worked out well. |
Postponing
| |
| Keyword
| Postponing is the opposite of advancing. Not a good thing to do. There are 2 kinds of postponing:
|
Props
| |
| Keyword
| Objects used to improvise with. Note that most improv performances are done without props, and players mime any objects they might need (see Object WorkK and Space ObjectK ). Sometimes it may be practical to mime all objects needed in the scene, except for objects that might support an actor. So some troupes may have e.g. chairs on stage, and mime everthing else. |
Questions
| |
| Keyword
| Questions are generally frowned upon in improv, though they are not always a bad thing. A question that gives no information and leaves the rest of the action/the story to be defined by the other players is a form of WimpingK . But a question that implies a lot of information about how the story might continue can be quite useful - assuming of course, that all replies to questions are positive, in the sense of AcceptingK the information in the question. See also Only QuestionsG . |
Raising The Stakes
| |
| Keyword
| A good technique for AdvancingK the scene: make the events in the scene have greater consequences for the characters in the scene. |
Rehearsal
| |
| Keyword
| In Improv, rehearsal is not the same as in traditional scripted theater. In rehearsal players exercise basic improv skills. In Improv, rehearsal is not intended to develop material to playh on scene. Perhaps a better term for rehearsal in Improv would be 'Training'. |
Reincorporating
| |
| Keyword
| Recycling or re-using ideas or situations from earlier in the scene, or from previous scenes. While it's always interesting to use elements that were introduced earlier and were neglected or forgotten, you don't want to overdo this, and turn things into running gags. |
Setup
| |
| Keyword
| Explaining the handle of the scene to the audience before the scene starts. Also involves doing an ask-for. Done by the HostK or MCK . Some troupes have players do the setup; in that case typically the performer who does the setup doesn't play the scene as well. |
Shelving
| |
| Keyword
| Acknowledging an offer, but not using it right away, with the intent of using it later. If later ever comes before the scene is over. Alternatively: stacking an idea or an interesting character for use in laterscenes (or even later performances). |
Sidecoaching
| |
| Keyword
| Sidecoaching is done by the director, or by other players. Sidecoaching consists of prociding a player with additional information about the scene or the character. A sidecoaching might be something like You're an old man, you're in love, you want theother character's money. |
Sidetracking
| |
| Keyword
| Sidetracking is changing the main story line for no reason. Happens usually for one of 2 reasons:
|
Space Object
| |
| Keyword
| An object that's used in the scene but which doesn't really exist. A mimed object. In general, anything that doesn't support weight (like a chair) should be a space object. See PropsK . |
Space Work
| |
| Keyword
| Miming the space or the environment where the scene takes place. |
Status
| |
| Keyword
| Status is a character's sense of self-esteem. When building characters, make sure to play different statuses (statii ?). And allow your status to be changed (see ChivalryK ); a lot of interesting stories are built around status transformations. |
Storytelling
| |
| Keyword
| In any scene we (and the audience) will want to see something happen, or a story developing. In Improv Handbook for the ActorR , Greg Atkins states the improv is 'Storytelling on your Feet'. More accurately, improv should be 'Storytelling on each other's Feet', as several players will be trying to build one story, although none of them will know which direction the others might be going. In that respect, improv is GroupC storytelling. For most stories, we will want to know who/what/where we are ( PlatformK ), and then something should happen ( TiltsK , ConflictK ), that perhaps changes the StatusK between characters. Finally we want a solution, to conclude the scene. Since we are playing theatre, we should not be afraid of a little TruthfulnessK in our stories. After all, the truth is funny (see Truth in ComedyR ). |
Subtext
| |
| Keyword
| A character's subtext is the character's underlying drive, goals, ambitions and sense of self-esteem or StatusK . |
Tag Out
| |
| Keyword
| Tapping a player on the shoulder during a scene, thus removing them. You assume their position. See Freeze TagG for an example. |
Taking Care of Yourself
| |
| Keyword
| Another pet peeve of Mick Napier (see Improvise - Scene from the inside outR ). The idea is that if you take care of yourself, in the sense of know what your character is all about, have the character's goals and SubtextK clear in your mind, makes it easier for you to actually play and do something. This may sound contradictory to the Mr. Nice GuyK and ChivalryK principles, but it is not: if you take care of yourself, you'll play free-er, be more playful, and hence be more fun to play with for the other players, as they'll feel more supported. |
Talking Heads
| |
| Keyword
| A scene in which there is little action, and in which the characters mainly talk, talk, talk, almost telling the story (if you're lucky) rather than playing it. See GossipingK , WafflingK , CommentingK . |
Tilts
| |
| Keyword
| Interesting twitch to advance a scene, or to cause status change. A classic tilt would be a couple at the breakfast table, where the woman announces out of the blue that she's pregnant. There is an interesting list of tilts in the appendix section of Impro for StorytellersR . |
Transaction Scene
| |
| Keyword
| A transaction scene is a scene in which nothing happens but a simple transaction. For beginners, transaction scenes are a dangerous pitfall. When the scene SetupK is e.g. a shoe-shop, it is tempting to play a scene about buying shoes, but such a scene is not likely to be very interesting. Transaction scenes need not be boring, but then we want to see something else happening but the actual transaction. An interesting SubtextK may help. |
Truthfulness
| |
| Keyword
| We play theater, and theatre is supposed to somehow touch the audience, and that's usually done by creating recognizable situations. Audiences naturally laugh when they recognize things they do, or things they know others do. Hence keeping things truthful is pretty powerful. Absurdity is usually cheap and not very interesting (very few of us are Ionesco's after all). |
Waffling
| |
| Keyword
| Waffling is PostponingK by lack of ideas; you just keep on babbling in the hope you'll have an idea. Another example of waffling is WimpingK , when you accept the other's OfferK but babble about them without doing anything constructive with the offer. Not a good thing, obviously. |
Walk-Through
| |
| Keyword
| Entering a scene, making a strong offer that advances or TiltsK the scene, and then exiting. May indeed help advancing the scene, but should be used sparingly. |
Wimping
| |
| Keyword
| Wimping is accepting offers but refusing to do anything with them. Examples are
|
Yes And
| |
| Keyword
| Common method of AdvancingK scenes: accept everything said and/or done and do something with it. |
Augusto Boal
| |
| Encyclopedia entry
| Augusto Boal developed his Theater of the OppressedR in Sao Paulo, Brasil, and is currently working in Paris at the CEDITADE (Centre d'Etude et de Diffusion des Techniques Actives d'Expression). He also travels and lectures extensively in other countries. Check out his book Games for Actors and Non-actorsR for tons of good games and techniques. |
Books
| |
| Encyclopedia entry
| Here are some good books on Improv:
See New Improv PageR and Improv PageR for massive bibliographies. ImprovlandR also has a book section to check out. |
Cage Match
| |
| Encyclopedia entry
| The Cage Match is not an Improv Format, but rather a show concept, involving a competition between long-form improv troupes. It was developed by Kevin Mullaney, and the idea is the following:
The 'official' rules can be found on www.cage-match.com/rules.php. |
Chicago Improv
| |
| Encyclopedia entry
|
Chicago Improv This book (undertitles as Shortcut to Long-form Improvization) gives a history of ( Long FormC ) Improv as it developed in Chicago. The book seems to have grown out of a series of interviews with various Chicago improv artists, and not only covers history but also describes various Long Form formats. The history is not covered as detailed as in Something Wonderful Right AwayR , but it is far more up-to-date. As the title indicates, it is very Chicago-oriented, and ignores anything short form. Compared to Truth in ComedyR , it is not a how-to book, but in our opinion it does a better job of describing the HaroldG than the former. As was said when comparing to Something Wonderful Right Away - it is also more up-to-date. |
Del Close
| |
| Encyclopedia entry
| Del Close, who died in 1999, dedicated most of his life to Improv. In 1957 he became part of the Compass players, a troupe that evolved into Second City, and he is considered as one of the world's Improv Guru's. Del Close is the inventor of the HaroldG - a long format that is wildly popular in the US. You can find out more details (and gossip!) about Del Close at the Improv PageR Hall of Fame . See also Something Wonderful Right AwayR . |
Discussion Boards
| |
| Encyclopedia entry
| Here are some links to discussion boards on Improv on the internet:
|
Eleven Commandments
| |
| Encyclopedia entry
| We've included these because we've gotten quite a few questions about this: it's the 11 Commandments for Improv, attributed to Del CloseR . The original text can be found at www.improvolympic.com Also, do read Improvise - Scene from the inside outR for a discussion why rules in Improv are not necessarily all that relevant. General Principles
|
Game Lists
| |
| Encyclopedia entry
| Here are references to other lists of improv games.
|
Games for Actors and Non-actors
| |
| Encyclopedia entry
|
Games for Actors and Non-actors In this book Augusto BoalR describes more than a hundred games, as part of his 'arsenal' of his Theater of the OppressedR . These exercises in general valuable for anyone interested in dramatic expression and performance techniques. The book, originally written in Portugese, is a translation of two separate books. In the first part of the book Boal describes his Theater of the OppressedR , and in the second part the games and exercises used by Theater of the Oppressed are outlined. Although not a book about Improv t is still a must-have for anyone interested in Improv or Interactive ActingR . Even if you are not particularly interested in Theater of the Oppressed, the sheer volume of games described is an absolute wealth. Recommended! |
Impro for Storytellers
| |
| Encyclopedia entry
|
Impro for Storytellers An absolute Must-Have! This book is a bit easier to read than ImproR , less theoretical, and more oriented towards practical games and theatre sports. A number of reviewers are less happy about this book, and complain that Johnstone basically recycled his first book. Another complaint is that the text is not clearly organized. But even as this book is a lot bigger than his first, it is a better introduction to the layman. Johnstone clearly took the time (and the pages) to elaborate on the background reasons for doing what he does. He covers Important People like Laban and Stanislawski in a very practical and readable manner. And the Appendixes with Tilt-lists and Fast Food Stanislawski lists are absolute gems. You can, in a way, consider this book as a guide on How To Form Your Own TheatresportsG Troupe and How To Train Improv. Several formats, like Gorilla TheatreG and MicetroG are covered, with rather explicit instructions on Good Ideas and Bad Ideas on how to use props, how to judge, etc. |
Impro
| |
| Encyclopedia entry
|
IMPRO - Improvisation for the Theatre This book, by the (European) father of Improv is not always an easy read, but it is definitely a must have. In his introduction Johnstone describes how he came about teaching Improv and that is an definite eye opener. The book consists of 4 essays, on StatusK , SpontaneityC , Storytelling and Mask theatre. Each essay starts off rather theoretically, and that is sometimes a bit of a rough read. But it does show Mr. Johnstone has pretty varied interests, as he does refer to tons of (rather old) scientific stuff on e.g. psychoanalysis, transcendence, you name it. Towards the end, the chapters become more practical, although not all that many games are covered. Particularly fascinating is the last chapter on Mask work. See also Impro for StorytellersR . |
Improv Handbook for the Actor
| |
| Encyclopedia entry
|
Improv! Handbook for the Actor Not a bad book, a good introduction. Atkins mainly sticks to games, and uses these games as a guideline to explain what Improv is all about. The book also contains an outline for a 15 week workshop. Atkins stresses (among other things) TrustC in a group of players, and that is something not many other books about Improv highlight. The book is well structured, sometimes a bit too much oriented towards working with actors (rather than students in general) but, compared to Improvization for the TheatreR it is really practical. The book does miss the fundamentals about Improv, as found in Johnstone's work ( ImproR , Impro for StorytellersR ) but at the same time, the book is probably more accessible than Johnstone's. |
Improvisation.ws
| |
| Encyclopedia entry
| The Improv Resource Center is at www.improvisation.ws. This is a site dedicated mainly to long form improv. They have a lively discussion board, discussing both long form improv and just ordinary stuff. They also feature a calendar, and they have a link of the month, so be sure to check it out at least once a month! |
Improvise - Scene from the inside out
| |
| Encyclopedia entry
| Improvise: Scene from the Inside Out This recent little book is a gem: it's Mick Napier's personal take on what Improv is and how it should/could be done. The book is not for absolute beginners. Napier assumes a basic knowledge of and/or experience with Improv, and dives right in with a set of rules, only to conclude that the rules are irrelevant.
You may or may not agree with Napier's take on things, but as he states himself somewhere in the book, there are various approaches to Improv, and none of them are right and none of them are wrong: every approach has helped someone at some time improve their work. Napier's approach will probably improve yours as well. Absolutely recommended! |
Improvization for the Theatre
| |
| Encyclopedia entry
|
Improvisation for the Theater This work is a bit older than Johnstone's and it shows, even though the latest reprint has been revamped and a bunch of new games have been added. Spolin (and her son Paul Sills) is for America what Keith JohnstoneR is for Europe. The book is less profound than Johnstone's ImproR (although it does contain a whole chapter on theory) and is far more oriented towards Theatre in general. That is probably due to the fact that Spolin started experimenting in the 40s, about 10 years before Johnstone started his work. This book was a bit the Bible for Second City in Chicago in the 50s. Although Second City was founded about the same time Johnstone founded his Theatre Machine (and later Loose Moose), this book really covers the fundamentals, which for Spolin really originated out of a theatre education, and all that dates from before the Era of Improv. What happened after 1958 is a bit missing in this book. It contains an enormous list of games, but all these are really very basic. This book is like the Bible for Christians, it may sound a bit outdated, but it is still a must have. |
Improvland
| |
| Encyclopedia entry
| www.improvland.com is a big improv resource and an on-line community. On the site you will find
|
Improv Page
| |
| Encyclopedia entry
| The Improv Page at www.improvcomedy.org has references to troupes, game lists, a list of Improv Terms (see Glossary) and a Hall of Fame. |
ImprovReview
| |
| Encyclopedia entry
| www.improvreview.com features reviews of improv shows from all over the world. This site also has a calendar, and features articles on Improv Business and other stuff. They even have their own Guru! |
Interactive Acting
| |
| Encyclopedia entry
|
Interactive Acting This is not a book about Improv, but rather about other forms of theater which involve audience interaction. Wirth describes 4 kinds of Interactive Theater:
About half of the book is an introduction in improvisation and Improv techniques. This is basically an excellent introduction to Improv in general, albeit a bit brief. The other half of the book describes audience interaction in general. Although this is not Improv-specific, the tips and techniques Wirth describes are invaluable for any improviser or host to an improv performance. On the whole an interesting book, and a bit of an eye opener for those who are familiar with Improv-only. It is interesting to see how basic Improv techniques apply more widely than strictly to Improv-as-we-know-it. |
Keith Johnstone
| |
| Encyclopedia entry
| Director born in England, now living in Calgary, Alberta, and improv pioneer who became notorious for telling his students to be more boring. He performed with the Royal Court Theatre and taught at the Royal Academy of Dramatic Art before coming to Canada. Though he is the author of several plays, he is probably best noted for his writings and studies into improvisation and his creation of TheatresportsG . He has invented many of the improv games the Theatresports chain uses, notably MicetroG and Gorilla TheatreG . His books include ImproR and Impro for StorytellersR . He is professor emeritus at the University of Calgary and co-founder of Loose Moose Theatre. |
LearnImprov.com
| |
| Encyclopedia entry
|
Hugh McLeod's list of Improvizational Theatre Structures used to be at www.staircase.org/structures and it contains over 100 Improv games, each with nice descriptions, and classified in 4/5 categories.
The site has been revamped, and now has its own domain name: go to |
Living Playbook
| |
| Encyclopedia entry
| The Living Playbook is at www.unexpectedproductions.org/playbook.htm, and it contains over 300 games. It is one of the largest collections of games on the planet, even if they say so themselves. Nicely organized in different categories and game types. |
Musical Improv Comedy
| |
| Encyclopedia entry
|
Musical Improv Comedy This book is a complete guide to the art of Musical Improv Comedy. Pollock goes into song theory (how is a song structured), rythm and tempo, endings and much more. The book comes with a CD with examples, and tracks for exercising. Absolutely recommended for anyone that wants to improvise songs! |
New Improv Page
| |
| Encyclopedia entry
| The New Improv Page at www.fuzzyco.com/improv is a massive resource of improv links. You will find
|
SheerIdiocy
| |
| Encyclopedia entry
| The SheerIdiocy website at www.sheeridiocy.net/games.html lists over 150 Improv games and exercises. Each comes with a short description, and no classification (other than game/exercise) is made. |
Something Wonderful Right Away
| |
| Encyclopedia entry
|
Something Wonderful Right Away This is not a book on how to play Improv; it describes, in a series of interviews, the history of Chicago's Second City, the theatre where Improv in the US more or less started. Although it won't teach you much about Improv, the book is still an interesting read. For several reasons: it is kind of amusing to hear about famous people's less eh - interesting character features, and it's also instructive to read how people discovered basic rules of Improv (like AcceptingK ) by trial and error. The book is not exactly recent (although it is still available) but hey, you gotta know your history! |
Ten Commandments
| |
| Encyclopedia entry
| Here is another set of 'rules' that's been circulating for a while. Also take a look at Eleven CommandmentsR and The RulesR . And never forget: it's good to know the rules (some rules) but once you've mastered them, by all means break them. Read Improvise - Scene from the inside outR for a discussion why rules in Improv are not all that relevant. Anyway, here goes:
|
Theater of the Oppressed
| |
| Encyclopedia entry
| Developed by Augusto BoalR , this is a series of imaginative exercises which promote awareness of one's social situation and it's limitations, individual attitudes, and even how we are all bound by tradition. Theater of the Oppressed is improvisational, in the sense that tries to play non-scripted theater, with actors and non-actors, in which he explores how oppression appears in our societies, and how we might fight it. In his book Games for Actors and Non-actorsR more than a hundred excellent exercises are described (his 'arsenal' of the Theater of the Oppressed) which are equally valuable as tools/games for Improv. |
The Rules
| |
| Encyclopedia entry
| Here is yet another set of 'rules' that's been circulating for a while. We're not necessarily endorsing them, but they seem to be a bit public domain. Your mileage may vary. Also take a look at Eleven CommandmentsR and Ten CommandmentsR . And never forget: it's good to know the rules (some rules) but once you've mastered them, by all means break them. i Read Improvise - Scene from the inside outR for a discussion why rules in Improv are not all that relevant. Here goes:
|
Truth in Comedy
| |
| Encyclopedia entry
|
Truth in Comedy This book basically describes a long format, called HaroldG , and doing this the book touches on just a bit of everything. It is by no means theoretical, it is not as complete as Keith JohnstoneR or Viola SpolinR 's books but it is a good starter. They cover a number of games, but not as many as Spolin or Johnstone, and they sort of skirt over these games a bit too shallowly. Still, the book is a good read, for 2 reasons: it is about the only book covering long format Improv, and the notion about TruthfulnessK in Improv (or Comedy, as the titles says) is also quite refreshing. Note added June 2003 - check out Chicago ImprovR , a more recent book that also describes the HaroldG as well as other Long FormC structures. |
Viola Spolin
| |
| Encyclopedia entry
| Viola Spolin, who died in 1994, can probably be considered as the American Grand Mother of Improv. She influenced the first generation of Improv at the Second City in Chicago in the late 50's, as her son, Paul Sills, was one of the co-founders. Spolin developed new games that focused upon creativity, adapting and focusing the concept of play to unlock the individual's capacity for creative self-expression. These games (several of which have become classics) are described in Improvization for the TheatreR . Read more about Viola Spolin on www.spolin.com , or check out the Hall of Fame at the Improv PageG , where you can find a couple of articles about her and her work. |
YesAnd.com
| |
| Encyclopedia entry
| www.yesand.com is a site with improv articles and references; focus is on all forms of improv. They've got a very lively message board. Be sure to check out their Improv Theory section of the message board, where you can find quite often interesting discussions on games and handles. Also very interesting is their archive of previous articles. |
30 Categories:
- Accepting
- Association
- Audience Participation
- Characters
- Concentration
- Continuation
- Die
- Endowment
- Energy
- Environment
- Exercise
- Experts
- Format
- Gibberish
- Group
- Guessing
- Introduction
- Limitations
- Long Form
- Look and Listen
- Narration
- Performance
- SingSong
- Solo
- Spontaneity
- Status
- Timed
- Trust
- Verbal wit
- Warm-up
Total 396 games.
- 3 some
- Accepting Circle
- Actor's Nightmare
- Actor Switch (see Simple Continuation)
- Advancing and Expanding (see Make More Interesting)
- Aerobics
- Ahab and the Whale (see Three Rules)
- Airplane (see Blind Lead)
- Ali Baba and the 40 Thieves
- Alien Tiger Cow
- Alliances (see Excluding)
- Alliteration Introduction
- Alliterations
- Alphabet Circle
- Alphabet Game
- Alter Ego (see Asides)
- And Then (see What Happens Next)
- Animalistics
- Animals
- Armando
- Artist Model Clay
- Asides
- Assassin
- Association Jump
- At The Oscars (see Feature Film)
- Audience Warm-ups
- Automatic Storytelling
- Back Dancing
- Backwards Scene (see Scene Replay)
- Balladeer(2)
- Balladeer
- Bappety Boo (see Bippety Bop)
- Barney
- BarPro
- Bartender
- Bear of Poitiers (see Catch'em)
- Become
- Bermuda Triangle (see Hat Continuation)
- Bidirectional Satellite TV
- Big Booty
- Bippety Bop(2)
- Bippety Bop
- Black Box
- Blind Association Circle
- Blind Hunt (see Scorpion)
- Blind Stalker (see Scorpion)
- Blindfolded Scene
- Blind Freeze
- Blind Harold
- Blind Lead
- Blind Line Up
- Blind Musical
- Body Hide
- Boris
- Bucket of Death (see Dry Cleaning Bag of Death)
- Bunny
- Cards
- Card Status
- Cat and Mouse
- Catch'em
- Chain Murder (see LCD)
- Circle of Knots
- Circle Sitting
- Clap Snap Association
- Clap Snap Stamp
- Click Bang you're dead
- Columbian Hypnosis
- ComedySportz
- Coming Home
- Complete Bodies
- Concentration Circle
- Confessions
- Consciences (see Asides)
- Continuing Emotions
- Continuing Styles
- CopyCat
- Crabtrees Conundrum
- Cross Circle
- Cut
- Dating Game
- Day in the Life
- Death and Retriever
- Death in a Minute
- Deconstruction
- Diamond
- Digits (see No Doubles 1-10)
- Ding Characters
- Ding Dong
- Ding
- Directors Cut (see Fast Forward)
- Disc(1)
- Disc(2)
- Dissociation
- Distance Game
- Distorting Mirror
- Doors
- Doo Wop(2)
- Doo Wop
- Do Ron Ron
- Double Blind Freeze
- Double Endowment
- Double Opening
- Dry Cleaning Bag of Death
- Dubbed Movie
- Duck Duck Goose
- Eights
- Elephant
- Emotion Replay (see Scene Replay)
- Emotional Mirror
- Emotional Quadrants
- Emotions Characters
- Energy 1-10
- Evil Twin
- Exaggeration Circle
- Excluding
- Exit Game (see Walkout)
- FLIP (see CopyCat)
- Family Portraits
- Famous Last Words
- Fast Food Laban
- Fast Food Stanislawski
- Fast Forward
- Feature Film
- Final Freeze
- Fingertips
- Firing Squad
- Five Four Three Two One
- Flock Dance
- Follow the Leader
- Follow your Nose
- Foot Soldiers (see Follow your Nose)
- Foreign Movie
- Free Association Circle
- Free Association
- Free Association Lines
- Free Falling
- Freeze Tag
- French Braid
- Front Desk
- Fruit Basket
- Fusillade
- Fuzzy Ducky
- Game-O-Matic
- Gibberish Commands
- Gibberish Dictionary (see Translate Gibberish)
- Gibberish Expert
- Gibberish Malapropism
- Give and Take
- Goalie
- Goon River (see Goon River)
- Goon River
- Gorilla Theatre
- Greetings
- Group Environment
- Group Freeze
- Group Mirror (see Mirror)
- Group Order
- Guest Game
- Handicapped Fairy Tale
- Hands (see Squeezer)
- Harold
- Hat Continuation
- Haunted House (see Scorpion)
- He Said While She (see He Said She Said)
- Heave Ho
- Hello (see Greetings)
- Helping Hands
- He Said She Said
- Hesitation
- Hijacker
- Historical Replay (see Scene Replay)
- Hitch Hiker
- Honey Walk
- Hot Spot
- Human Props
- Hyperlink
- Imitate
- Impro Match
- Introducing Association
- Jeepers Peepers (see The Scream)
- Jeopardy
- Jump
- Just Gibberish
- Killer Bunny
- King Game
- Kitty in the Corner
- Ksss
- LOW (see LCD)
- La Ronde
- Last Letter
- Last Letter Scene
- Last Line
- LCD
- Lets Not
- Letter Number Name
- Line Mirror
- Little Voice
- Location
- Lost Friend (see Greetings)
- Lounge Singer
- Machines
- Make More Interesting
- Malapropism
- Man Overboard
- Mantra
- Mantra Introduction
- Marshmallow Mania
- Massage
- Master Servant Disaster
- Mexican Name Wave
- Micetro
- Millipede
- Mirror
- Montage
- Moon River (see Goon River)
- Mousetraps (see Blindfolded Scene)
- Move and Speak
- Movie Review
- Mr. So and So
- My Fault
- Name 6 Circle
- Name Game (see Cross Circle)
- Name the Monster
- Name Volley
- No Doubles 1-10
- Non Sequitor
- No P
- Nuclear Bomb Chicken
- Object Morphing
- Object Narrative
- Objects
- Obstacle Course (see Blind Lead)
- Old Job New Job
- One Duck
- One Eighty Five
- One Line Scene
- One Mouth
- One Two Three Four
- Only Questions
- Open Offer
- Open Your Hand
- Opposite Characters
- Opposites
- Oracle (see Word at a Time Expert)
- Other Choice (see Ding)
- Overload
- Party Quirks (see The Party)
- Pass Ball
- Pass Catch (see Sound Circle)
- Pass Clap
- Pass Yes
- Patterns
- Peruvian Ball Game
- Ping Pong (see Word at a Time Scene)
- Pivot (see Disc(1))
- Play Tag
- Playbook (see Actor's Nightmare)
- Pockets
- Poison Arms (see SloMo Samurai)
- Popcorn
- Presents
- Press Conference
- Primal Screams
- Props
- Protest Song
- Puppets
- Queen Game (see King Game)
- Rash
- Real Estate Broker
- Rebel without a Clue (see Hijacker)
- Receiver Right Clap
- Repair Shop
- Repeater
- Replay Gibberish
- Reverse Chair Dance
- Reverse Trivial Pursuit
- Rewind (see Fast Forward)
- Rhymes
- Rituals
- Rock Paper Scissors (see Alien Tiger Cow)
- Satellite Radio
- Satellite TV
- Scene in the Dark
- Scene Painting
- Scene Replay
- Scene To Music
- Scorpion
- Screamers (see Scorpion)
- Sculptors
- Seven Up
- Shootout
- Shriner's Warm-up (see Cross Circle)
- Sideways
- Silly Stinky Sexy
- Simon Says
- Simple Continuation
- Sitting Standing Lying
- Six Episodes
- Slap Take
- Slide Show
- SloMo Samurai
- SloMo Tag
- SloMo World Champion (see Sportz Center)
- Soap (see Cut)
- Solitaire
- Solo Doors
- Sound Circle
- Sounds Like a Song
- Space Jump
- Speck (see Little Voice)
- Spit Take
- Split Screen
- Spoon River (see Goon River)
- Spork River (see Goon River)
- Sportz Center
- Squeezer
- Statues (see Group Freeze)
- Story Story Die
- Story To A Chair
- Stretching
- Stunt Double
- Style Replay (see Scene Replay)
- Subtitles (see Foreign Movie)
- Sung Story Die
- Supermen
- Supernova
- Surprise Movement
- Survivor
- Swedish Sculptors
- Switcheroo
- Switch Gibberish
- Sybil
- Synchro Clap
- Tapestry (see Five Four Three Two One)
- TellTales
- Theatresports
- The Bag
- The Bat
- The Gerbil
- The Good, the Bad and the Ugly Advice
- The Magnet
- The Party
- The Scream
- Three Line Environment
- Three Line Solo
- Three Melodies
- Three Noses
- Three Rules
- Three Sentence Story
- Through the Ages (see Scene Replay)
- Timed Scenes
- Timeline
- Tossing
- Totems (see Animalistics)
- Touch to Talk
- Translate Gibberish
- Translation for the Deaf
- Triple Play
- Triptych (see Five Four Three Two One)
- Trivial Pursuit
- Tug-O-War
- Turning Circle
- TV News
- Typewriter
- Understudy (see Simple Continuation)
- Vampire Game (see Scorpion)
- Verses
- Virus
- Voices From Heaven
- Walking by Numbers
- Walkout
- Walk-over Association
- Warehouse
- What are you doing
- What Happens Next
- What Has Changed
- What would she be if
- Whoosh
- Who Where Why Am I
- Without Sound
- Without Words
- Word at a Time Expert
- Word at a Time Letter
- Word at a Time Scene
- Word at a Time Song
- Word at a Time Story
- Word Ball
- Worlds Worst
- Yes Lets
- Yes Lets - or Rather Not
- You
- You're Fired
- Zapping
- Zip Zap Zoop (see Whoosh)
- Zulu(1)
- Zulu(2)
68 Keywords:
- Accepting
- Advancing
- Ask-for Continued
- Ask-for
- Beat
- Blocking
- Breaking The Routine
- Canadian Cross
- Canceling
- Character Journal
- Chivalry
- Commenting
- Conflict
- Edit
- Endowing
- Focus
- Fuck Your Fear
- Gagging
- Gossiping
- Handle
- Hedging
- Hoedown
- Host
- Ignoring
- Instant Trouble
- Jabbertalk
- Joining
- Justifying
- MC
- Mr. Nice Guy
- Mugging
- Narrative
- Notes
- Object Work
- Offer from Space
- Offer
- Opening
- Out Of Your Head
- Overloading
- Pimping
- Platform
- Playlist
- Post Mortem
- Postponing
- Props
- Questions
- Raising The Stakes
- Rehearsal
- Reincorporating
- Setup
- Shelving
- Sidecoaching
- Sidetracking
- Space Object
- Space Work
- Status
- Storytelling
- Subtext
- Tag Out
- Taking Care of Yourself
- Talking Heads
- Tilts
- Transaction Scene
- Truthfulness
- Waffling
- Walk-Through
- Wimping
- Yes And
32 Entries:
- Augusto Boal
- Books
- Cage Match
- Chicago Improv
- Del Close
- Discussion Boards
- Eleven Commandments
- Game Lists
- Games for Actors and Non-actors
- Impro for Storytellers
- Impro
- Improv Handbook for the Actor
- Improvisation.ws
- Improvise - Scene from the inside out
- Improvization for the Theatre
- Improvland
- Improv Page
- ImprovReview
- Interactive Acting
- Keith Johnstone
- LearnImprov.com
- Living Playbook
- Musical Improv Comedy
- New Improv Page
- SheerIdiocy
- Something Wonderful Right Away
- Ten Commandments
- Theater of the Oppressed
- The Rules
- Truth in Comedy
- Viola Spolin
- YesAnd.com