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Games

Short-form games. Warm-ups, drills, scene games, and match d'impro challenges.

201 entries · 6 anchor · sorted alphabetically

Essentials

All Games (201)

185 1990s-present
Players line up; audience gives a noun (e.g., 'clowns'); each player steps forward with: '185 [nouns] walk into a bar. Bartender says we don't serve [nouns]. The [nouns] reply: [punchline].'
À la manière de 1977-present
Teams play the thème in the style of an assigned author, director, or genre (Molière, Tarantino, film noir, Commedia dell'arte).
Abécédaire 1977-present
First line starts with A, second with B, third with C, the scene has to land before Z.
Alien Tiger Cow 1990s-present
Players stand in a circle; on a count all simultaneously become an alien (antennae + 'bleeb bleeb'), a tiger (claw + roar), or a cow (udder + moo). Goal: everyone lands on the same creature.
Alphabet Game Pre-1970s
A scene of 26 lines where each successive line begins with the next letter of the alphabet; after Z comes A. Players who stall or use the wrong letter are replaced.
Animalière 1977-present
Characters take on the physicality, voice, and behavior of assigned animals while still playing a human story.
Annoyance Two-Person Scene 1987-present
Annoyance Theatre drill, two players run a full scene without intervention; coach stops only to reset if players abandon or undercut.
Authors 1988-present
Two players improvise a scene as the host calls literary authors; players narrate and perform in each named author's prose style.
Backwards Alphabet Derived post-1990s
Same as the Alphabet Game but proceeding Z, Y, X, W, and so on, dramatically harder because Z, Y, X appear at the opening when committment is lowest.
Bad Idea 2000s-present
Group brainstorms the worst possible ideas for a product, event, or solution, then pitches each with real enthusiasm.
Bartender 1998-present (US WL)
A bartender listens as customers come to the bar and sing their troubles; the bartender answers each in song, improvising melody and advice on the spot.
Beat Building 1990s-present
Class drill, play a first-beat scene, pause, identify the game and premise, then play a second-beat scene that heightens that game.
Bibliothèque 1977-present
A passage from a real book is read aloud to open the scene; players continue in that voice and world.
Big Booty 1990s-present
Circle warm-up with rhythmic chant: 'Big Booty, Big Booty, Big Booty, uh-huh!' then Big Booty calls a number; that number calls their own, then another. Errors send the player to Big Booty's left and all numbers shift.
Bippity Bippity Bop 1970s-present
A player in the center of a circle points at someone and says 'Bippity Bippity Bop'; the pointed player must say 'Bop' before the speaker finishes. Variants require the player and neighbors to form shapes (elephant, cow, etc.).
Blind Line 1988-present
Audience members write random lines of dialogue on slips of paper; performers scatter them around the stage and, during an otherwise normal scene, pick one up and must use it as their next line, justifying it instantly.
Blues 1990s-present
Players sing a 12-bar blues in sequence, each takes two verses on a shared theme, traditional blues meter and call-response.
Broadway Musical 1990s-present
Audience gives a fake musical title; players improvise a single number (opening, 'I Want' song, love duet, or 11 o'clock number) from that show.
Bus Stop 1970s-present
One player sits on a bench; a second player enters and tries to make the sitter leave. When the sitter gives up the seat, a new player enters and tries to dislodge them.
Cadavre Exquis 1977-present
The arbiter draws random lieu, personnages, and action cards; players must weave a coherent scene that honors all three.
Captain's Coming Mid-20th century-present
A caller plays ship's captain and barks commands (hit the deck, swab the deck, crow's nest, man overboard); the last player to perform each action correctly is out.
Chain Murder Mystery 1980s-present
Telephone-style mime game. Three players leave; audience gives location, profession, murder weapon. First player mimes all three to the returning second player, who 'murders' the first and mimes to the third, and so on.
Chantée 1977-present
Every line must be sung, not spoken. Musicians often support but are not required.
Clown Tag Gaulier era-present
Full-room tag game, but players are told to stay playful, never 'strategic'; you tag someone only when you're delighted to.
Columbian Hypnosis 1970s-present
One player holds a hand a hand's width from a partner's face; the partner must keep their face that exact distance away, following wherever the hand leads in slow silence.
Complete the Image 1970s-present
Two players form a frozen image together; one steps out and a new player enters with a fresh pose, completing a new image, repeating so the picture continually reinvents itself.
Convergence 1990s-present
Group version of Mind Meld. Two players say words simultaneously; the whole circle then tries to bridge them. First two to shout 'One!' and 'Two!' say their bridge word together. Continues until a match.
Counterpoint Song 2000s-present
Two players sing different songs simultaneously on the same beat, lines alternate, then overlap, then resolve in a shared chorus.
Crazy Eights 1990s-present
Group shakes right hand eight times counting, then left, then right foot, then left foot, then repeats with seven, six, five, all the way to one.
Daa Doo Ron Ron 1998-present (US WL)
Performers stand in a line and build a doo-wop song one rhyming line at a time over a repeated refrain; a player who fails to rhyme on the beat is sung out by the group.
Danish Clapping 2000s-present (popularized in corporate/design-thinking circles)
Partners face each other, slap laps in unison, then point top/left/right independently. If directions match, high-ten on the next beat. Speed up or switch partners.
Danish Match 1990s-present
A Theatresports variant where the audience, not the judges, scores scenes, cheers measured for each team.
Dating Game (Classic) 1970s-present
Classroom version of the dating-show bit: one player exits, three are endowed with traits, and the returning player asks three questions before guessing each trait.
Daytime Talk Show 1988-present
One player hosts a daytime talk show; two or three guests come on each with a secret audience-given issue or secret.
Declarative Initiation 2000s-present
Drill, the first line of a scene must be a statement, not a question, and must contain information (not 'hey buddy').
Doublage 1977-present
Two players act the scene physically while two others at the mic supply all dialogue and sound, like live film dubbing.
Double Bluff 1990s-present
A character-guessing game where one player is assigned a secret identity and must answer questions while two partners (one telling the truth about the identity, one lying) confuse the audience about which is which.
Emotion-First Initiation 2000s-present
Two players start a scene by committing to a strong emotion before any dialogue, the scene's content is built backward from the feeling.
Emotional Replay Pre-1990s
A scene is replayed with all dialogue the same but driven by a new dominant emotion (grief, joy, lust, rage) suggested by the audience.
Emotional Symphony 1990s-present
Line of players faces a conductor; conductor points at a player, shouts an emotion, and the player sounds that emotion until redirected.
Emotional Transfer 1990s-present
Two players begin a scene with opposite strong emotions; over the scene each gradually becomes the other's emotion, ending with a full swap.
Emotions 1985-present
Two players perform the same scene repeatedly, host calls a different emotion each round and the players play it in that mode.
Feuilleton 1977-present
A running storyline that spans every match of a season, characters and plot threads carry over week to week.
Figure de Style 1977-present
The same short scene is repeated five times in five different styles (e.g. tragedy, comedy, opera, film noir, telenovela).
Film and Theater Styles 1988-present
Two players start a scene; host calls out film or theater styles (noir, silent film, Shakespeare, porn) and players shift to that style instantly.
Film Dub 1988-present
Two performers act a scene in gibberish or silently moving their mouths; two off-stage performers provide dubbed dialogue as if translating or overdubbing a foreign film.
First Line Last Line 1980s-present
Audience provides the first line and the last line of a scene written on slips of paper. Players perform a scene that opens with the first line and ends with the last, filling the middle.
Five Things 1990s-present
One player is told to name five things in a category ('five vegetables,' 'five things in your grandma's purse'); the circle counts down as they answer.
Foley Artist 1990s-present
Four players split into two teams, one team narrates a story or runs a scene, the other team makes every sound effect live.
Forbidden Words 1990s-present
Two players run a scene; certain words (audience-supplied or scene-obvious) are forbidden, using one triggers a buzzer and reset.
Foreign Movie 1980s-present
Two players perform a scene in accented gibberish as if in a foreign film; two other players provide English translation simultaneously from the side.
Fortunately / Unfortunately 1970s-present
Circle storytelling: players alternate sentences starting with 'Fortunately...' or 'Unfortunately...', each one must advance the narrative with a reversal of the previous.
Fortunately / Unfortunately (Kids Version) Spolin era-present
Pairs alternate lines starting with 'fortunately' and 'unfortunately', each line flips the story's luck until one player stumbles.
Forward Reverse 1988-present
Two players perform a scene while the host calls 'Reverse!' to make them replay their words and actions backward, or 'Forward!' to resume, jumping the scene back and forth like a tape.
Four Square 1990s-present (UCB)
Four players stand in a square formation. The two downstage players play one scene; on 'Rotate!' players shift clockwise and a new pair plays a different scene. After all four scenes initiate, the game cycles back, continuing each scene.
Four-Line Scenes 2000s-present
Two players perform exactly four lines to establish who, what, where, and game, one more beat than Three-Line Scene for the ending.
Fusillade 1977-present
Each player, alone, takes a fresh thème from the arbiter and performs a 30-second solo improv before the buzzer.
Genre Replay Pre-1990s
A scene is replayed in the style of a film, literary, or TV genre (film noir, Shakespeare, sitcom, telenovela, horror).
Genre Switch 1990s-present
Players start a scene; audience or host shouts a genre mid-scene and players shift style instantly while keeping story going.
Giants, Wizards, Elves 1980s-present
Rock-paper-scissors scaled to teams, two lines face off, each secretly picks giant/wizard/elf, then act out the character and chase the loser.
Gibberish 1960s-present (Spolin-era through Johnstone)
Scene or expert interview played entirely in nonsense syllables; a partner or group responds as if gibberish communicates real information. Often paired with a translator.
Gibberish Expert Pre-1980s
One performer lectures or answers questions as an expert on an audience topic, speaking only in gibberish; a second performer translates each line into English.
Gift Game 1990s-present
Circle; one player mimes handing a gift-box to the next with no words; the receiver endows the gift ('a toaster!') and thanks the giver.
Good, Bad, Worst Advice 2000s-present
A host interviews three experts on an audience topic. Expert 1 gives good advice, Expert 2 gives bad advice, Expert 3 gives the worst advice imaginable.
Gorilla Challenge 1992-present
Three improvisers take turns directing scenes; after each scene, the audience gives a banana to the best director, most bananas wins.
Gorilla Theatre 1990s-present
Keith Johnstone competitive format: 3 experienced players rotate as director while the other two perform; audience votes 'Banana!' for good direction, 'Forfeit!' for bad. Points go to directors, not actors.
Greatest Hits 1988-present
Two performers pitch a fictional CD compilation on an audience topic, introducing 3-4 song titles that other performers then sing in the named style.
Group Count to Twenty 2000s-present
Group tries to count aloud from 1 to 20 in random order, two voices overlap and the count restarts from 1.
Group Environment 1970s-present (Spolin)
Players enter a space one at a time, each adding one specific environmental element (a tree, a cash register, a bus stop sign) by physically interacting with it. Group builds a detailed location.
Group Shapes 1990s-present
Five players enter space one at a time, first person defines an environment through mimed action, others join and complete the picture.
Group Tell-a-Story Spolin era-present
Group in a circle tells one collective story, one word, one sentence, or one paragraph per player going around.
Guess the Job 1985-present
One player leaves the room; the team takes an obscure job suggestion and must mime clues until the returning player guesses the profession.
Half Life 1990s-present
Perform a two-minute scene; replay it in one minute, then 30 seconds, then 15, then 7, then 3, dialogue and story must remain recognizable.
Hats 1988-present
Two players work through a pile of assorted hats: each grabs one, invents a quick character or one-line gag inspired by it, drops it, and grabs another, rattling through dozens of bits.
He Said She Said 1980s-present
Two players alternate speaking; after each line they narrate an action the other must perform: 'She said, while [tying her shoes].' Partner executes before delivering their own line plus endowment.
Heightening Circle 1980s-present
A player offers a simple statement (often a brag or observation) and each player around the circle restates it one notch bigger, escalating the same idea step by step.
Helping Hands 1988-present
Four players pair up: one performs the scene with arms hidden, while a second player behind them provides all the arm gestures.
Hitchhiker 1970s-present
Four chairs arranged as a car. Driver drives; each new hitchhiker enters with a strong character/emotion. All existing passengers adopt the new trait. When the car fills, one exits to make room.
Hoedown 1988-present
Four performers sing a country-hoedown song about an audience topic, each taking one verse in turn with a shared sung chorus.
Honey Walk 1990s-present
Guided physical exercise: players walk through progressively thicker substances, thin air, mist, water, oil, honey, Jell-O, wet cement, hard cement, feeling each with hands, face, whole body.
Hot Spot 1990s-present
Players ring a circle; one stands in the center singing a song, and before they run dry someone taps in with a new song triggered by an association from the last one.
Human Knot 1970s-present
Players grab two different people's hands across a circle, then untangle the resulting knot back into a clean circle without ever letting go.
Human Machine 1970s-present (Spolin-lineage)
One player enters with a repetitive motion and sound; each subsequent player adds a synchronized motion + sound until a collective 'machine' is built.
If You Know What I Mean 1998-present (US WL)
Performers play a scene about an innocuous topic but every line must end with a double-entendre punctuated by 'if you know what I mean.'
Immobile 1977-present
Once a player takes a position, they can't move, only voice, face, and eyes stay live.
Invisibly 1970s-present
Two players perform a scene using only fully mimed objects and environments, no real props, no narration, dialogue optional.
Invocation 1970s-present
Four-phase ritualistic opening for a Harold, the team 'invokes' an object as if it were a god (it is, you are, thou art, I am).
Irish Drinking Song 1988-present
Four performers sing a song in Irish-folk style about an audience topic; one line per performer rotating through four four-line verses.
Kitty Wants a Corner 1970s-present
Players stand at 'corners' around a room; one in the middle asks 'kitty wants a corner', on signal, everyone swaps spots and kitty tries to steal one.
Knight, Mount, Cavalier 1990s-present
Circle game where the person pointed at takes a pose with the two neighbors, forming knight-and-steed, surfer-and-waves, etc.
Last Letter First Letter 1980s-present
Circle warm-up: each player must say a word starting with the last letter of the previous player's word. Played at increasing speeds.
Late for Work 1980s-present
One player is the boss; another arrives late and invents an excuse; optionally the audience or other players mime clues behind the boss so the latecomer must improvise a story matching the mimed events.
Late to the Party 1990s-present
A player returns late and has to guess three audience-given reasons for their lateness from their teammates' mimed clues.
Let's Make a Date 1988-present
Dating-show parody: one bachelor/bachelorette asks questions of three dates, each with a hidden quirk assigned by the audience; the questioner must guess all three.
Living Scenery 1998-present (US WL)
Two performers play a scene using two other performers (often celebrity guests) as physical props, jackets, doors, vehicles, trees.
Location-First Initiation 2000s-present
Scene begins with one player clearly establishing a location through object work before either player speaks; the scene flows from place, not story.
Lost and Found 2000s-present
Player picks up an invisible object and describes what it is, what it feels like, and what story it carries, then hands it off to the next player who endows it further.
Love Is Like 1990s-present
Group stands in a circle singing 'Love is like a ___', each player fills the blank with a new simile on beat.
Love/Hate Song 2000s-present
One player sings a passionate love ballad about something mundane; second player sings a furious hate song about the same thing.
Marshmallow 1990s-present
Circle warm-up, group passes around an imaginary marshmallow that keeps growing, squishing, and changing texture based on player choices.
Master-Servant 1970s-present
Two-player status-extremes scene where the servant's sole function is to elevate the master's status; the master embodies entitlement to all space, focus, and comfort.
Micetro 1990s-present
Keith Johnstone elimination format for up to 20 players: directors select pairs for scenes, audience scores by applause, lowest scorers are cut each round until one winner remains.
Mind Meld 1990s-present
Two players count 'One, two, three' and simultaneously say a word. If they match, meld! If not, both players try to converge toward a bridge word on the next count. Continues until they match.
Mirror Exercise Spolin era-present
Pairs face each other, one leads in slow movement, the other mirrors; roles swap mid-exercise, then lead dissolves so neither is clearly leading.
Monologue Mining 1990s-present
One performer delivers a personal monologue; the team then 'mines' it aloud for premises, beats, and game ideas to inspire scenes.
Montage Button 2000s-present
Editing drill, a scene runs until a clear laugh or image lands; an editor must call the edit on that exact beat (the 'button').
Motown Group 1998-present (US WL)
Three performers improvise a Motown-style song about an audience-suggested topic (usually a profession), with one lead singer and two backups.
Moving People 1998-present (US WL)
Two performers play a scene but cannot move themselves; audience volunteers stand behind them and physically push, lift, and pose their bodies through the entire scene.
Musical Three-Line 2000s-present
Musical version of Three-Line Scenes, two players sing exactly three lines that establish who, what, and where, then edit.
Neutral Mask Lecoq era-present
Movement drill, player wears a featureless neutral mask and performs simple actions, erasing psychological habit and finding pure physical intention.
New Choice Pre-1988
During a scene, the director calls 'New Choice!' forcing the last line or action to be replaced; may call multiple times in a row on the same moment.
Ninja 2000s-present
Players freeze in a ninja pose in a circle; on your turn you get one smooth motion to strike a neighbor's hand, and they get one motion to dodge, until one ninja remains.
Number of Words 1988-present
Each performer in a scene is assigned a fixed number of words per line (one, three, five, and so on); going over the count draws a buzzer.
Object Work Museum 2000s-present
Players walk through an imaginary museum, each building and manipulating one detailed invisible object for as long as they can sustain it.
One Voice 1980s-present
Two or more players stand shoulder-to-shoulder and speak the same words simultaneously, following each other syllable-by-syllable, as one composite voice.
Opera Song 1990s-present
Players take a mundane suggestion (making coffee, filing taxes) and perform it as a full operatic aria or duet with soaring stakes.
Pan Left / Pan Right 1980s-present (Johnstone)
4-8 players stand in an outward-facing circle; the two audience-facing players perform a scene. On 'Pan Right!' the circle rotates one spot and the new front pair starts a new scene. Returns to each scene continue them where they left off (time having passed).
Party Quirks 1970s Chicago/British TV 1988-present
A host welcomes three guests to a party; each guest has a secret quirk (endowment) and the host must guess all three before the game ends.
Pass the Clap 1970s-present
Circle warm-up: players face their neighbor and clap in unison, then the receiver turns to the next neighbor and passes the clap. Sped-up versions add direction changes and height variation.
Pattern Game 1970s-present
Ensemble opening for a Harold, one player offers a word; others layer associations, building patterns the team will pull from all show.
Pattern Song 2000s-present
Two improvisers build a song by establishing a pattern (rhyme scheme, melodic hook, repeated phrase) and then heightening it verse by verse.
Peau de Chagrin 1977-present
Same scene is played over and over, each round with less time than the last (2min, 1min, 30s, 10s, 3s).
Pillars 1990s-present
One player gives a monologue and stops mid-sentence; points at another player to complete the word or thought; then continues.
Poursuite 1977-present
One team starts a scene; at the bell, the other team must complete it with the same story and characters.
PowerPoint Karaoke 2000s-present
A performer delivers a confident expert presentation to a slide deck they have never seen, improvising commentary as each random, unrelated slide advances behind them.
Presents 1970s-present (Spolin-lineage)
One player mimes giving a wrapped gift of specific size/weight; partner receives, opens with physical commitment, and names what's inside. Giver accepts whatever name is revealed.
Press Conference Pre-1988 Chicago
One player leaves the room; audience picks a famous/historical figure; the player returns and holds a press conference while reporters ask questions that hint at the identity.
Props 1988-present
Two pairs are each given an unusual foam/inflatable object and alternate inventing rapid-fire visual gags reinterpreting it as something else.
Pterodactyl 1990s-present
A circle warm-up where players pass a screeching 'pterodactyl' call to a neighbor while covering their teeth with their lips; anyone who shows teeth or laughs is out.
Questions Only Pre-1988 (UK TV debut); origin earlier in Chicago/London training
Two players perform a scene in which every line of dialogue must be phrased as a question; a player who makes a statement is buzzed out and replaced.
Quick Change Pre-1988 (Chicago/London); Whose Line TV 1988-
Two perform a scene; whenever the host yells 'New Choice!' (or rings a bell), the last line or action must be immediately replaced with a different one.
Rap Battle 1990s-present
Two players freestyle a rap battle over a live beat, verses must rhyme, insult the opponent, and build over rounds.
Red Nose Warm-Up Lecoq era-present
Clown drill, player puts on a red nose and tries to share a failure, discovery, or vulnerability with the audience in real time.
Reduction 1977-present
Play a full scene in 60 seconds, then redo it in 30, then 15, then 5, then 3, stripping away everything but the joke's bones.
Relationship-First Initiation 2000s-present
Scene begins with the first line establishing who the two players are to each other, 'Dad, I'm home', and builds from relationship out.
Rhyming Couplets 1990s-present
Two players perform a scene entirely in rhyming couplets: one player delivers a line; the partner completes the rhyme; then partner offers a new line for the first to rhyme.
Rimée 1977-present
Dialogue must rhyme, each line's last word rhymes with the previous player's last word.
Samurai 1990s-present
Circle warm-up: a player raises both arms as 'sword,' yells, and chops toward another player. That player's two neighbors slash across the belly of the attacker; the attacked player then becomes the attacker.
Sans Parole 1977-present
No words, only onomatopoeia, gromelot, and sounds. Full physical storytelling.
Sausages 1970s-present
One player must answer every question with the single word 'sausages' while keeping a completely straight face, as the rest of the group asks sillier and sillier questions trying to make them laugh.
Scene Replay Pre-1990s
A scene is performed, then replayed under an audience-chosen modifier (emotion, genre, location, era, speed). Dialogue typically remains constant; context shifts.
Scenes from a Hat 1988-present
Host reads audience-submitted scene titles from a hat; players jump in and perform 3-5 second takes until the host buzzes them off.
Seven-Word Scenes 2000s-present
Two players establish a full scene, who, what, where, and game, using no more than seven words total.
Shape, Sound, Motion Johnstone/Chicago era-present
Player creates a gesture plus sound; next player in the circle repeats it exactly, then transforms it into their own version and passes on.
Sideways Scene 2013-present
Three performers lie on the floor and play a scene; an overhead camera projects the action as if they were standing upright.
Sit Stand Lean 1970s-present
Three-person scene where at all times one player must be standing, one sitting, and one leaning (or lying); any change forces others to reposition.
Slide Show 1980s-present
One player is a slide-show presenter (jungle trip, construction project, vacation); other players pose as each new 'slide' as the presenter narrates.
Slow Motion Commentary 1980s-present
Two or more players mime an activity in slow motion on stage while two off-stage commentators describe the action in rapid-fire sports-broadcast style.
Slow Motion Samurai 1990s-present
Performance variant of the Samurai warm-up: players mime a samurai battle in extreme slow motion, complete with slow-motion yells and exaggerated sword-swings.
Song Styles 1988-present
One performer improvises a song to or about a specific audience member in an audience-chosen musical style.
Song Titles 1985-present
Two players run a scene where every line of dialogue must be the title of a real song.
Sound Effects 1988-present
Two performers act a scene but cannot make any sounds other than dialogue; one or more off-stage performers provide all sound effects live.
Space Jump 1970s-present
Player 1 mimes a solo activity; on 'Freeze,' Player 2 enters and starts a scene; P3 and P4 layer on the same way; then scenes unwind in reverse order back to P1.
Speed Dating 2000s-present
Two concentric circles of players; inner facing outer. Each outer-inner pair has 60 seconds to improvise a short date with one character quirk; on the bell, outer circle rotates.
Splat! 1980s-present
Circle reflex game: a player in the center points and shouts 'Splat!' at someone, who must duck while the two neighbors splat each other; the slowest reactor is out.
Split Screen 1990s-present
Two scenes run on stage simultaneously; the group passes focus back and forth with give-and-take, each scene informs the other.
Stand, Sit, Kneel, Lie 1990s-present
Four-player scene, one must always be standing, one sitting, one kneeling, one lying; any posture change forces the others to adjust.
Status Cards 1970s-present
Each player wears a playing card on their forehead without seeing it (two is low, King and Ace high); everyone treats everyone else by their visible card, then lines up by perceived status.
Status See-Saw 1970s-present
Two players run a scene where status is treated like a see-saw: every time one raises their status the other must drop theirs, and the balance keeps tipping line by line.
Status Swap 1970s-present
Two players play a scene establishing a high/low status relationship; a signal or turning point causes statuses to flip, and players must maintain the scene while inverting physical/vocal signals.
Story Spine 1991-present
Players build a complete story by filling a fixed scaffold of opening phrases (Once upon a time, Every day, But one day, Because of that, Until finally) so each slot supplies the next beat of a narrative arc.
Story Story Die 1970s-present
Players stand in a line; a conductor/MC points to one at a time to continue a story. Hesitation, bad grammar, or losing the thread triggers the audience to yell 'Die!' eliminating the player.
Story With Hands 1990s-present
One player narrates a story while another player, standing behind with arms through, provides all the hand gestures for the narrator's world.
Stretch and Share 1990s-present
Team stretches physically while one-by-one sharing something real from the week, a fight, a win, a worry, to seed scene material.
Style Replay 1990s-present
Short scene played once, then replayed in audience-suggested style, Impro Australia's core Theatresports challenge.
Superheroes 1980s-present
A superhero (audience-named) faces a crisis. They call for sidekicks one at a time; each sidekick's superhero name is given by the previous player. The crisis escalates as the team grows.
Sustain 2000s-present
Drill, players are forbidden from making jokes or changing subject; they must sustain one emotion or beat as long as the coach allows.
Switch 1990s-present
Two-plus players play a scene; whenever the MC yells 'Switch!' the last word, phrase, action, or character assignment must swap to something different.
Tag Runs 1990s-present
Two players run a scene; other players tag in rapidly, often 6-10 tags in 90 seconds, each extending or flipping the previous beat.
Tag-Out Song 2000s-present
One player sings a real song in a circle; when something inspires another player, they tag in and start a new song connected to the last.
Tagline Song 2000s-present
Each verse ends with the same repeated tagline; the joke is how far the verses can drift and still land the tag.
Taxi Cab 1970s-present
A driver picks up sequential passengers, each with a strong distinct personality; the driver shifts with each passenger and reverts to their original self when alone.
The Ad Game 1970s-present
Group roleplays an advertising agency pitching a product. Each idea proposed is met with 'Yes, and!' and built higher until the pitch reaches absurd peaks.
The Flop Gaulier era-present
Clown solo, player enters, fails at something simple in front of the room, then 'flops' (collapses in defeat) and looks at the audience.
The Hat Game 1970s-present
Two players each wear a hat and try to snatch the other's hat while keeping their own on, all inside a justified scene rather than a naked grab.
The Interrogation 1990s-present
Two players interrogate a third about a bizarre or specific crime (audience-suggested); the suspect must build a defense on the fly while interrogators invent evidence.
The Machine Spolin era-present
One player enters with a repetitive motion and sound; each subsequent player adds a linked motion-sound until a full kinetic sculpture is running.
Three-Headed Expert 1970s-present
Three players sit shoulder-to-shoulder as a single multi-headed expert; an interviewer asks questions and the three players must answer by speaking one word at a time in sequence.
Three-Line Scene 1990s-present
Two players initiate a scene and cut it off after exactly three lines of dialogue total, aiming to establish who/what/where/emotion as fast as possible.
Three-Word Scene 1980s-present
Two players perform a scene where each line of dialogue must be exactly three words long. Violations pass the scene to a waiting pair.
Translator Pre-1980s (Spolin)
One player speaks only gibberish; another translates line-by-line into English. Often deployed as an expert interview, lecture, poem recital, or diplomatic speech.
TV Hebdo 1977-present
Arbiter reads a synopsis and critic's review from an actual TV listings magazine; teams must play the film described.
Two-Line Vocabulary 1988-present
One performer in a scene is restricted to just two short phrases, which must serve as every line and be made to fit each new situation through delivery alone.
Typewriter 1980s-present
A narrator mimes typing at a typewriter, reading the story aloud; other players enact what's written. Narrator can introduce characters, twists, flashbacks, or even 'rip pages' to reset.
Walk Around Spolin era-present
Group walks through the playing space at a neutral pace; coach side-coaches shifts, speed, weight, age, emotion, status, and players embody each.
Walk Around Pre-1970s (Spolin)
Players walk the room in a neutral gait. A coach calls out prompts, walk as someone late, walk as someone in love, walk on the moon, and players shift without stopping.
Weird Newscasters 1988-present
Four-person news broadcast: one straight anchor delivers a top story while co-anchor, sports, and weather each have an audience-assigned quirk.
Whoosh / Whoa 1990s-present
Circle passes an energy ball saying 'whoosh' in the direction of passing; 'whoa' bounces it back; extra words add rules and obstacles.
Word at a Time Scene Pre-1980s
Two players perform a scene but each spoken sentence is built one word at a time, alternating between them. Forces radical listening and commitment to the group mind.
Word at a Time Story Pre-1970s
Group stands in a circle and tells a single continuous story one word at a time, rotating in order. No skipping, no stalling, punctuation implied.
Word Ball 1980s-present
Circle warm-up: players pass an imaginary ball across the circle while saying an associated word to the receiver; receiver associates again and passes to a new player.
World's Worst 1988-present
Players line up and step forward one at a time to perform the 'world's worst' example of an audience-suggested role, job, or activity.
Yes Let's 1970s-present
Ensemble warm-up: one player proposes 'Let's [do something]' and starts doing it; the entire group shouts 'Yes, let's!' and joins in. Continues until everyone contributes a proposal.
Zapping Télé 1990s-present
Arbiter 'zaps' between simultaneous scenes on different TV channels; players must freeze until their channel is selected.
Zip Zap Zop Mid-20th century-present
Circle warm-up: players clap and point at another player while shouting 'Zip!'; the receiver passes 'Zap!'; the next 'Zop!' Errors eliminate or just reset the count.