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Glossary of Terms

Games

Head-to-Head Games

Choice and Challenge Games

 

Glossary of Terms

• Asides

Improvisers turn to the audience and declare their true feelings, explanations, or inner dialogue. The asides are not "heard" by the other characters on-stage. The others maintain their positions in a "soft freeze" (holding position without becoming rigid).

 

• Beat

A point of punctuation within a scene.

 

• Blocking

A form of canceling, which completely denies an offer. Example: "Is that your car?" "No. There's no car here."

 

• Canceling

Setting up a situation, then neutralizing it. Example: "The phone is ringing!" Picks up phone. Hangs up. "There was nobody there."

 

• Endowments

These are scenes in which one or more improvisers leaves the stage area so that other members of the team can get "secret" information from the audience. When all necessary information has been gathered, the improviser(s) return to the playing area, where their teammates "endow" them with the characteristics necessary to guess the secret information. This information generally involves activities or character attributes. It is important that the teams ENDOW the improviser with the proper qualities. This is not charades. Example: If you are endowing some to be a dentist, you do not show them how to clean teeth, etc. Instead, you come in yourself with a sore tooth and hope they become the dentist to help you.

 

• Gagging

Getting a laugh at the expense of the story. Gags are narrative killers, but sometimes useful for ending scenes. Example: A menacing killer corners our hero, pulls out a gun, points, and bites into it explaining that it's made of candy.

 

• Gibberish

Any of a series of scenes in which the spoken language on stage is gibberish. No known language may be used during the playing of gibberish scenes. The scenes are not played as charades, but as scenes in which the on stage improvisers know exactly what the other improvisers are saying. The goal is to create a new language of understanding between the improvisers onstage.

 

• Gossip

A substitute for action. Talking about something that has happened, or is happening off stage. Example: "You should see my new plane, it's over there. (Points offstage) It has gold wings, ..."

 

• Hedging

Avoiding narrative development with talking or actions. Example: Having to tell a patient bad news, you begin with, "Have a seat. How are you feeling? I suppose you're wondering why I called you in here?"

 

• Indicating

If “Talking Heads” (see below) is telling instead of showing, than this is showing without DOING. Acting requires some concept of reality—believe the situation you’re in, believe the character you portray. This applies especially to outrageous situations and genre games. Players performing a scene making fun of film noir isn’t nearly as fun to watch as players actually trying to make their scene into film noir.

 

• Instant Trouble

Immediate action that establishes conflict, but doesn't establish narrative. Example: Suddenly turning into a Werewolf.

 

• Invocation

Take an object, like a rubber duck, and find the magic within it through invocations.

1.      Describe the object. Use "IT" for the descriptions. "IT” was a bright yellow."

2.      Directly address the object as "YOU". "You were my comfort in the tub."

3.      Give it Godlike…  "THOU". "THOU art my eternal light and guidance.”

4.      Become the object. "I am still your solace."

 

• Never-Ending Story

A story that continues to introduce so many new ideas, that it becomes impossible to tie the narrative together.

 

• Pillar

An audience member who is often referred to within a scene in order to provide new offers for the players.

 

• Sidetracking

Finding activities to do, as to avoid doing what you established in the beginning. Example: Setting out to fix your car, but seeing the garage is a mess, you decide to clean it. You begin to clean and find an old photo album. You look at pictures, etc.

 

• Talking Heads

A scene that becomes void of action, and consists of improvisers onstage talking, not doing. This applies to emotions (saying “I’m so upset” rather than just being upset), characters (saying “I’m a penguin” rather than BEING a penguin) and storytelling (it’s the difference between “so, he decided to go to the store” and “he went to the store”).

 

• Waffling

Talking about an action rather than doing it. Example: "Shall we climb that tree!" "Why sure, it's such a big old oak tree. What do you think we'll be able to see at the top?" "Oh, we should be able to see my house from up there!" etc.

 

• Wimping

Refusing to define an offer. Example: "Who are you?" "I'm the man you called." "The man I called of course! You’re here to fix that thing, aren't you?" "Yes, I fix those things better than anyone else."

 

 

Head-to-Head Games

• What Are You Doing

The King of Elimination Games. Improviser 1 begins an action, (eg: jumping rope). Improviser 2 challenges, "What are you doing!" Improviser 1 says something OTHER than jumping rope (e.g. "Building a bird house.") Improviser 2 begins building a bird house, improviser 1 challenges "What are you doing!" and so on. Response speed is a must, as is making the action as different from the response as possible.

NOTE: WAYD is one of the most important games you can ever learn. Always find ways to keep it fresh and exciting, and make sure your energy is up. Do not ask, challenge – ie “I dare you.”

The ref may get you a theme; all your responses must relate to that theme. Additionally, the ref may get you initials – ex. “AJ” “What Are You Doing!” “Asking Jerry.”

 

• Playground Dis

Both teams send one guessing player out of the room and acquire an “adjective” “noun” that “verbs.” They then break up the syllables of each word and try to get their player to guess the word syllable by syllable while dissing the other guesser, eventually putting together the entire sentence – “well, you’re a ___ ____ that ___!” All clues must be given in mime. Only one team may guess/give clues at one time, as the ref designates, and non-clue-giving team players must face away until the ref yells “switch.”

 

• Sideline Debate/Political Debate

Works like Playground Dis, except that the guessers are engaged in political debates; one is FOR the “adjective noun that verbs” and one is AGAINST the “adjective noun that verbs.” The goal is for one player to clearly say that they are FOR or AGAINST the endowed phrase.

 

• Town Meeting

A topic is taken from the audience and ref opens a “Town Meeting” on that subject. One team is for, one is against, and both go into the audience. As members of the town, they must defend their position or attack the opponents on the topic as they stand up one by one and make their case.

 

• Lounge Lizards

Rotating game. Both teams stand onstage and an actual song title is taken from the audience. An improviser begins to sing that song. They can stop on any word. Once they stop, another improviser has five seconds to begin another actual song that has that word in the title. They can bluff and try to make up a song with that word in it. If they take too long, or the audience doesn’t believe the made up song they yell, “Die” and the improviser is eliminated. However, if the song actually exists then another improviser (from the other team, etc.) is eliminated. Best played if the song has to start on the word: Improviser 1“You are my sunshine…….” Improviser 2“….sunshine of my life and I’ll always….”

 

• Alphabet

Rotation/elimination style game, where  if a player stumbles or, stupidly, says the wrong letter of the alphabet,  they are eliminated.Improvisers  play a scene in which each line they speak begins with the next sequential  letter of the alphabet from A to Z. For instance, One improviser’s sentence  begins with A, the next improviser must begin his sentence with B, and  so on. This game is best played beginning at the letter A and ending  on Z. The alphabet may cycle, or, when they go to z, go backwards back to A.

 

• Ola-Reno

Rotating game in which as many words as possible end with an added “-ola” or “reno” Ex: “Let’sola goreno forola a walkareno.” If a player can’t keep a straight face during the scene or fails to adequately ola-renify his sentence, he is called out.

 

• Laugh-out

Rotating game in which each improviser tries to play the scene straight and has to exit if a majority of the audience laughs at either their action or dialogue.

 

• Freeze Tag

Two improvisers begin a scene. An off stager improviser, at some point, shouts out "Freeze." The on stage improvisers freeze. The off stage caller then jumps on stage, taps one of the improvisers out of the scene, assumes that persons EXACT PHYSICAL POSITION, and begins a new scene based on the physical positions. Improvisers may freeze in and out as much as they like. In order to make this game work, the on stage improvisers should be as physical as possible. This gives the off stage improvisers a greater number of possible Freeze moments. In some cases, a third player may freeze and simply join the scene; if  only to enhance the scene in progress. In these instances, the next person who freezes the scene may opt to tag out both players, and assume  the position of whichever player they tag last. If they chose to only tag out one, then three people will be in the scene until a freezer  decides to remove one. A fourth player is not usually allowed.  

 

• Blind Freeze

Improvisers have their backs to the action, an improviser shouts freeze, jumps on stage, then, the same as above. Generally, wait until a scene has gotten through an a-b-a before yelling freeze.

 

• Object Freeze

Improvisers have their backs to the audience. The ref is given objects from the audience. One by one, he places an object on the front center stool. The players turn and must find uses for the objects OTHER THAN WHAT THEY”RE ACTUALLY USED FOR. Do not pick up a cell phone and start talking on it. Instead Zap people with your new tazer, or swordfight with the antenna. Be creative.

 

• Dance Party

Music is played, and the players get to dance, dance, dance! The music will stop, players freeze in position, the ref tags a few players and yells “CLEAR” – all non-tagged players must clear the stage. The players then justify their positions in a mini-scene and the ref will yell “EVERYBODY DANCE!” again.

Alternative: the ref  merely calls out players names, and if your name isn’t called, you clear  the stage.  

 

• Serial Killer

Both teams wander the stage in a zombie-like haze. The ref calls out or tags one player, who must immediately tag a player from the opposite team and begin a short scene in which the goal is for one player to die at the end. After each death, the victim returns to the bench and all players continue wandering until the ref selects another person. Blocking offers and waffling will result in points deducted. The tables may be turned on the would-be killer, but not at the expense of the scenework! Additionally, murders can’t be obvious acts of violence—stabbing, shooting, et cetera. The last team standing wins.

 

• Lie Detector

One team leaves the room and the other team gets a series of lines (like in Blind Line). The other team comes back in and the team with the lines does a scene where they try and sneak the lines into the scene. If the other team thinks that they just said a blind line, a player yells "That's a line!" If it’s a line, the guessing team gets a point. If it’s not a line, the playing team gets a point.

 

• Mega Styles Replay

Team plays a short neutral scene. Scene is replayed by other team. Then each team plays the scene two more times "In The Style Of..." film, theatre, or television genres, authors, etc.

 

• Four Rooms

Each team splits into two mini-teams (two blue players or two red players) and line up in alternating team colors with their backs turned. The first team will do a scene based on a suggestion. At any given point the ref will yell SWITCH, repeat the last line said, and the next team will have to form a new scene based on the last line. Once all teams have formed the bases of their scenes and characters, they will have to incorporate each others’ last spoken lines into their scenes whenever a SWITCH is called, justifying them within the new scene context.

 

• Da Do Ron Ron

A singalong elimination game. A one-syllable name is taken from the audience, the players line up, and based on the rhythm of the song, the singing moves down the line as  each player must rhyme the suggested name with other words. Example:  Matt rhymes with at, that, bat, cat, fat, splat. If the player is unable to rhyme the name, repeats a rhyme, or messes up the rhythm of the song, he/she is out. When this happens, a new name is selected from the audience.  Last team standing wins.

 

• Beastie Rap

Similar format to Da Do Ron Ron, only instead of singing, the game is rapped.  And instead of a single player being responsible for the rhyming, they must dictate to the rest of their team what it is they want rhymed.  The players standing behind them fill in the rhyme at the end of the line. Rather than being eliminated when mistakes occur, players are rotated. Team with the least amount of rotations wins.  

• Letters

One team becomes a “Dr. Know-It-All” while the other becomes a “Speak-in-One-Voice.” The two 3-to-4-headed people then write letters back and forth. See “Dr. Know-It-All” and “Speak-in-One-Voice” for details (in the “Expert Panel” section).

 

• Battle Scene Galactica

A topic is taken from the audience. One team is sent out of the room while the other performs a scene based on that suggestion. Once their scene is complete, the ref will call in the other team, which will perform a different scene on the same suggestion without having witnessed the first scene.

 

• Category Die

The ref gets a category from the audience and points randomly to players, who must immediately name something within that category. (Example – Soft drinks – “Pepsi!” “Dr. Pepper!” “Diet Pepsi!” “Sprite!”). Repeating, hesitating, or stating anything that doesn’t fit the category or doesn’t exist results in death. Last team standing wins.

 

• Story

Both teams stand in line on stage. Ref kneels just downstage of them, facing the line.  The Ref points at a player who must begin telling a story based on a suggested title. When the ref removes his hand, the player must stop immediately. The next player the ref points to must pick up exactly where the previous player left off. If the player repeats a syllable, says something completely incongruous, or stumbles, they are ::clap  clap:: OUTTA THERE! The story then resumes at the next chapter. The ref may make it more challenging by pointing faster, adding genres to  the storytellers, forcing the players to begin their sentences with  certain words, or forcing them to use only certain syllable words.

 

• Instruction Manual

Same structure as Story, except you’re given a simple “thing” as suggestion—water, clothing, binder—and you have to provide an instruction manual for it, with FAQ, Definitions, How to Use, How to Update, or whatever else you have up your sleeve.

 

• The Blues

Both teams get the suggestion of situation, occupation, object, relationship—something broad. The improvisers then do a blues song about it, one verse per player at a time. This game has very broad rules—players can go up potpourri-style, be selected by the ref, or even complete each other’s stanzas in the middle, Story-style.

 

Potpourri Games

Both teams line up onstage and attempt to get the most laughs for their one-liners. No matter how stupid it is, make sure you “sell it”! The audience would rather have an enthusiastic bad joke than a half-assed good joke. Each one of these games may be played individually as well. In all of these games, players step in front of the line and follow the guidelines of the game. If the audience accepts the joke, the player’s team receives a point. If not, no points are added. At the end of the game, these additional points are added up and the final score of the night is revealed.

The games in Potpourri are as follows:

• 185

185 blanks walk into the bar. / Bartender says “I’m sorry, we don’t serve blanks” / And the 185 blanks say “punch line.”

Audience supplies the blanks, we supply the punch line.

• Last Action Line

Player stands in front of the line. Another player comes up, kills him, and says a pun based on the audience suggestion. The victim retreats back to the line, while the killer stays out front to be killed by the next player who  has a joke. (example joke for “music”: (kills player) “I’ll be Bach.”

• Slogans

A topic is taken from the audience and the players come up with advertising slogans for it.

• Dear Diary

Ref gets a fictional character or historical figure. The players then write short entries in their diaries, as the character. Example – The Pope – “Dear Diary: Today I learned how to make my popemobile hop up and down like Dre’s Impala.”

• To-Do List

Same as Dear Diary, except in the form of future tense, as a to do list. Example – The Pope – “To do: start marketing my new hygiene project, Pope-on-a-rope.”

• World’s Worst

Audience gives a profession, and we show the world’s worst professional. Example for “filmmaker”: “Alright, folks…we’ll take two singers from a reality show, add some beach party atmosphere, and it’s oscar time!”

• Foot-in-Mouth

Get a location or event and come up with the worst things to say at that location/event.

 

 

Choice and Challenge Games

 

Suggestion-Gimmick Scenes

• Fortune Cookie

A fortune cookie is opened and read aloud. Scene must use the fortune in some fashion (eg: philosophical base, an event that takes place during the scene).

Alternative: Each improviser may open a fortune cookie, basing their character on the fortune.

 

• Creation Myth

Scene based on the creation of something. The audience gives an object or event, and the players improvise a scene in which the object or event is invented/founded/discovered for reasons and purposes which have nothing to do with its actual creation. IE, you invented the light bulb so that cartoon characters could see when ideas popped into their heads; thanksgiving was invented because nobody ever said thank you to Gary, the main character. May take the form of a normal narrative, an epic myth, folklore, etc.

 

• Horoscope

Like Fortune Cookie, except a horoscope is used in place of the fortune.

 

• Emotional Symphony

A Team lines up, and each player is given a different emotion. The ref stands below them, like they would in story and points to a player. With their emotion, the player then mumbles, hums, grunts, screams… whatever that emotion would entail... 4 or 8 measures of music. As the ref continues to bounce through the four emotions, a symphony is created.  

 

• X-Letter Genre

Team is given a letter of the alphabet. While the ref explains the game each player comes up with a different genre that begins with that letter. They line up, say their genre, and the audience votes which they like best. A scene is then performed in that genre. Example would be the letter M…. Monster Movie, Musical, Mystery, and Magical. Audience wants to see a Magical scene… do it.  

 

• McGuyver

Just like the TV show,  McGuyver and little Jimmy are stuck in a drastic situation dictated by the audience. Using objects taken from the audience, they must creatively find their way out of the situation. Other players can be stuck in the situation, bystanders trying to help from the outside, police officers, the bad guys, etc.  

 

• Emo Party

Each improviser gets a different emotion from the audience. The first player sets up for the party while playing his emotion. As each player enters, every player on stage must take on that same emotion. When all four are on stage, each must find an excuse to leave. As this happens (in reverse order from their entrances), the emotions return to the previous player. The scene mirrors itself and ends with the first person back on stage by themselves

 

• Parallel Universe

The improvisers get two environments from the audience. The players decide which scene to start with, and every time the ref calls SWITCH, the players much justify their positions in the second location. While the two stories have nothing to do with each other, each individual scene must continue on it’s own feet when it is returned to.

 

• Superheroes

You’ve seen it on whose line. There’s a crisis. First person in gets an audience-chosen fake superhero. Each following player comes on one at a time when called for help. As they enter, previous player gives them a new superhero name. Scene ends when conflict is solved

 

• Game-O-Matic

Audience comes up with the name of a game that doesn’t exist. The entire team then leaves the room and goes outside and makes up the rules for the game. While this is happening, the other team plays whatever game they decide to play,  so the audience doesn’t sit there for 5 minutes. The players come back in, explain the rules of the game, and play it.  

 

Audience Experience Games

• Day In The Life

Improvisers ask an audience member for an actual day in his life. Improvisers recreate the day as they see fit. Can be an average day, or a first day at work or a rite of passage or a family vacation experience or...

 

• Mini-Usical

Day in the Life, as a musical scene.

 

• What If…?

Improvisers ask an audience member for an important turning point in their life. Improvisers recreate the moment if they had made the opposite decision (i.e., the audience member had kids, so the scene is about what would happen if they hadn’t’ve had kids). Usually the scene ends with the situation being heavenly and perfect or abysmal and terrible; there is no middle ground in “What If…?”

 

• Newscasters

Improvisers ask an audience member for an actual moment in his day, Day-in-the-Life style. Improvisers recreate the moment/event as if it’s being reported in a newscast; only one improviser should be anchoring. Have weather reports, on-the-street interviews, expert testimony, family/coworker reactions, protest marches, political ramifications, stock market – all things related to the event and tied in.

 

• Blind Date

Improvisers interview two audience members about themselves, and then act out a blind date between the two. Hilarity ensues.

 

Translating/Dubbing/Voicing/Replacement Games

• Consciences

Scene where the thoughts of any or all characters are revealed by on-stage beings (angels and devils) or offstage voice (Alter Egos, Inner Dialogue, True Feelings). This game may be played within a scene or as a monologue, and the conscience may also be a pillar.

 

• Inner Dialogue

Improvisers perform the scene while off stage "voices" create the inner dialogue - what they are REALLY thinking. May be played with just one character having an inner dialogue, or with the actors giving their own inner dialogue directly to the audience in the style of an aside. See: Consciences and Asides.

Variation: Play as Inner Dance-alogue.

Variation: See Inner Song-alogue.

 

• Foreign Movie

The improvisers get a foreign country from the audience, or a language, and the name of a nonexistent movie. Two improvisers then act out a scene in gibberish based on the suggestion, and each line is “translated” by an offstage improviser.

 

Hearing Impaired

Three improvisers hold a talk show, with two expert guests, while a fourth improviser off to the side translates everything in to gibberish sign language. May also be done as a scene rather than expert panel.

 

Slideshow

Improvisers get a location where they’d go for vacation. One player goes off to the side while one, two, or all of the other players freeze in positions while the lights are out in a “slide”. The other player has to explain the photograph. Elements of the scene should be tied together through slide visuals and explanations by the end.

 

• Stunt Doubles

Improvisers begin a scene. At any point during the scene an on stage actor may call out "Stunt Double". That actor is then replaced by his stunt double, who then performs the dangerous or distasteful activities. When the activity is finished the double calls out "First Team", and the original improviser returns to the stage. Each time the stunt double returns to the stage, they must incorporate any previous injuries. Example, if the stunt double is first supposed to take a fall and end up twisting their ankle, when they are called out to be shot in the stomach, they must limp out with a twisted ankle.  Next stunt would involve the distressed double hobbling out and holding stomach just before ramming a car into a wall.  

 

• He Said, She Said

Each improviser describes the action of their partner. Example: Improviser 1, "I'd like to talk to you, Mabel. Improviser 2, "He said, standing up and putting his hands on his hips." Improviser 1 carries out that physical action as improviser 2 continues, "All right." Then Improviser 1 responds, "She said, pulling out her bullwhip and snapping it over his head." Improvisers refer to each other in third person, to keep the narrative strong. The idea, like every other improv scene, is to endow your partner with do-able action. It gives the improvisers an excellent view on how to endow.

Alternative: Audience pillars may contribute he said/she said offers.

Alternative: Do it like foreign movie, with two people doing the dialogue, and the other two doing the he said/she said stuff.

 

• Revolving Doors

Improvisers each get a “trigger” word before the scene. If any improviser in the scene speaks the word and they are onstage, they must justify an exit. If the word is said and they are offstage, they must justify an entrance.

Variation: Play that the “trigger” word has no effect if spoken by the improviser with that trigger word. The entrances and exits can only be caused by other players.

 

• Oxygen Deprivation/Bucket

3 players perform a scene based on audience suggestion while one has his head submerged in a trough of water, able to hear but not breath. The player cannot take his head out of the trough until one of the other players leaves the scene (he must then take the wet player’s place by sticking his head underwater), at which point he must enter the scene and justify his being so damn wet. Please don’t kill your teammates.

 

Dubbing Games

Offstage improvisers provide the voices for the onstage characters and action.

 

• 2-Way Dubswitch

Two players act out a scene, moving lips with no sound coming out, with their words provided by players at downstage left and right. The ref will call “SWITCH!” and the players must switch places with their dubbers, continuing from wherever they were, including physical action or being in the middle of a sentence or even word.

• One Person Dub

Players act out a scene while one player at the bottom side of the stage provides all their separate voices. This player may also enter, providing all four voices in the scene.

• 4-Way Dubbing

Player 1 dubs for 2, 2 for 3, 3, for 4, and 4 for 1. A scene is carried out with each player dubbing for the other. Essentially Speak in Turns, plus Dubbing, plus Give-and-Take, with a whole lot of focus.

 

 

Audience in Charge

• Family Dinner

Audience member is brought to the stage. The Improvisers ask them to describe their family or workplace and then play a scene with those characters. When the audience member feels the offer made by a character is accurate, they ring a bell. If the action is inaccurate, they ring a buzzer and the improviser must continue to make new offers until the bell is rung. After the volunteer is called up, they sit in the back corner of the stage and two players from the other team sit on the opposite sides of the volunteer. When the volunteer needs a bell or a buzzer they slap the knee of the designated player on either side of them.

 

• Moving Bodies

Audience members or teammates provide the locomotion for the improvisers on stage. Improvisers may not move any part of their own bodies (except to provide dialogue by moving their mouths). Movers should put the "puppets" in challenging positions and puppets should justify their positions as part of the scene.

 

• Hesitation

Players perform a scene based on an audience suggestion. At any given time in a sentence a player may draw a blank and gesture to the audience to fill in the blank, picking the first family-appropriate thing they hear. Leave the blanks open to all sorts of answers; don’t do things like “My favorite actor is Harrison _____,” because then the audience has nothing to do; additionally, it doesn’t add to the scene. It should also be noted that the blanks should be one word. Say something like“I’m not feeling so great. Last night I ate a ____.” Don’t say “I’m not feeling so great. Last night _____.”  Lead the audience a little bit.  

 

• Pillars

Two audience volunteers are brought to the stage. Whenever an improviser points to one of the audience members (a Pillar) the audience member provides a missing word or line of dialogue for that character.

 

• Blind Line

A situation is established. The stage is strewn with pieces of paper each containing single, unrelated lines of dialogue given by the audience and written by the opposite team. A scene is played, randomly incorporating these lines of dialogue and/or stage directions, which must be justified in the scene. The lines can come from plays, song titles or lyrics, the audience, clichés, etc. Justify your lines AFTER you read them,, not before.

 

• Blind Stage Directions

Directions or instructions are written on papers. The onstage improvisers read the cards and justifiably follow them while continuing the scene. Directions may be things like, “Be suspicious of one of the characters,” “Stand on one foot,” etc. Just do the action; don’t read it aloud.

 

• Director

Title is given for the scene. "Actors" begin a "rehearsal" of the piece. Periodically, they are stopped by the "director", who gives new emphasis or emotional focus to the scene. This game can also be played with the audience playing the character of "Chris". When the "director" needs an emotion, a physical direction, etc. he consults "Chris" to fill in the blanks.

 

Endowment/Guessing Games (note: for all games, clue givers cannot use ANY part of the suggestion. If a person “hates fish,” the clue giver cannot say “hate” or “fish” or any variation on the word)

 

• Chain Murder

Three players leave the room. The ref gets a Place, Occupation, Weapon (POW). The players are brought back into the playing area one at a time. Player one endows player two with the three pieces of information. When the weapon is known, player one is killed.  Player three comes on stage, and player two communicates the information to him. The same is repeated with the death of 2 and entrance of 4.  

Throughout the progress of this game, the audience is encouraged to applaud correct answers.  

Also, it should be noted that an additional communication challenge to the game is for the person giving the clues NOT TO BE IN THE PLACE, HAVE THE JOB, OR USE THE WEAPON.  Instead, they must create a reason for the guesser to do these things.  

In other words, if it is Locker Room, Plumber, and Umbrella, as a clue giver, I need to GET the guesser to go to a locker room, plunge my toilet, and use an umbrella.  I can’t BE the plumber or use the umbrella.  

To do this, I may have the player run around on a track, get overheated, and need to take a shower. Or in the case of the plumber, I need to clog my toilet, back up my sink, and have the player fix it for me. Or I need to show the player that it is raining outside, and I don’t want to get wet.  

Once the third player is killed the ref calls everyone back from the dead to line up and guess POW. If they get all three, an additional point is added for the team.  

 

• Interrogation

One or two improvisers leave the playing area. The ref gets a crime, an accomplice, and a motive (CAM) for the improvisers who left, who must be endowed with it through the two interrogating cops. In the end, the criminal(s) confess(es) to the endowed crime. Stupid puns are usually allowed in this game, as with any other guessing/endowment game. If only one player is the criminal, the fourth player may act as mayor, secretary, police chief, or any other extra who may occasionally enter the interrogation room and drop some hints. Another way to play this game is to have a kid (or kids) come in late at night, and have parents interrogate them as to where they were, who they were with, and why they were late. Same with an employee who needs to realize why he is being fired.

 

• Superhero

Someone is sent out and the remaining improvisers get the name of a brand new superhero. They then get two strengths, and a weakness based on the name. The offstage improviser returns and is told the name of his superhero. A scene is then played out in which the superhero must guess his strengths and overcome his weakness.

 

• Dating Game

An improviser leaves the playing area. The three bachelors/bachelorettes are given quirks, personalities, attitudes, personas, etc. to play, and must answer questions asked by the returning improviser, who must at the end choose a mate and guess who or what each bachelor/bachelorette is.

 

• Lost in the Woods

One team leaves and the audience gives the ref a location and four objects one might find in that location (ex. Library; books, librarian, computer, magazine), as well as a bonus object that has nothing to do with the location. Players come back in, are given the location and do a scene where the have to guess each of the four objects. The audience cheers when they get close and yells "Die" when a player says an object; The player who says it dies. If all four players die, they get an extra point, and if they guess the bonus object, that’s another extra point.

 

• Marriage Counselor

An improviser leaves the playing area. Two “relationship problems” are gotten from the audience. The offstage improviser returns as a counselor and two fellow players try to endow him to guess at the problems in the relationship by playing a couple in a therapy session. Or, game may be played where the couple has to guess the problems in the relationship.

 

• Party Quirks

One improviser leaves the stage and the remaining improvisers get character traits, habits, etc. The offstage improviser returns and a party scene is played. The improviser tries to guess everyone’s “party quirks” through conversation, without outright guessing (ie, if a player is Super Mario – “How’s your battle with Bowzer going?” is preferable to “Are you Mario?”). When the party-thrower guesses correctly, the player must find a reason for his character to leave.

 

• Naïve Replay

One improviser leaves the stage and the remaining improvisers get a situation. The improvisers act out the scene with an invisible player, reacting to him, being struck by him, etc, and generally setting him up to “block” like crazy. The improviser then enters and the scene is re-played, and he must try his damnedest to do what’s asked of him with the other improvisers doing exactly what they did before.

 

• Multiple Missing Persons

Three improvisers leave and one improviser creates a scene with three invisible players, each entering at a different time and being reacted to in a different way. The scene is then replayed three times with one actor added each time and taking the place of an invisible player.

 

“Hoop” Games

• Countdown

A two-minute scene is played. It is then repeated in one minute, thirty seconds, fifteen seconds, seven seconds, three seconds, and finally in one second. The scene must follow the same beginning, middle, and end, regardless of length.

 

• Alphabet

Improvisers play a scene in which each line they speak begins with the next sequential letter of the alphabet from A to Z. For instance, One improviser’s sentence begins with A, the next improviser must begin his sentence with B, and so on. This game is best played beginning at the letter A and ending on Z.

Variation: The audience chooses a letter and/or you may go through the alphabet as many times as necessary to complete the scene.

 

• Forward-Reverse

A scene is performed based on audience suggestion.. At the discretion of the ref, "Forward", "Reverse", "Slow Motion" are called out. The actors react accordingly. Actions must be absolutely committed to if they are to be remembered for backwards or forwards movement. Remember that if you’re going backwards, you’re walking backwards, not just in the opposite direction. The ref may also make you rewind all the way to before the scene started.

 

• DVD

A scene is performed based on audience suggestion.. At the discretion of the ref, DVD commands are called out. The actors react accordingly. You may perform the trailer, alternate takes, scenes in French, scenes with subtitles, credits, different angles, director commentary, screen tests, auditions, press screenings, outtakes, bloopers, alternate endings, musical finales, music videos; the choices are endless. Make sure to know what each is! There’s nothing sadder than seeing someone do a musical number as their music video, or bloopers as their alternate ending.

 

• Sweethearts

You know those little candy hearts with the stupid messages on them that they give out every valentine’s day? Yeah, those. Well, you get a box of them and have audience members select them and give them to players; players then base their characters on the valentine’s message and perform a scene, with perhaps a setting as a suggestion. If necessary, one player may be the neutral character (like in Pick-a-Play) to keep things in control.

 

• Academy Awards

Basic scene, and at any time the ref can blow the whistle and say “and now, the academy award winning actor delivers a passionate monologue.” Or anything to that effect. “And now for some award winning special effects.”  

Example (courtesy college league’s Matt Fondiler): “The one time I’ve seen this game played, the suggestion was a birthday party. Little Timmy was inviting all of his friends over and a magician was going to be there. When Little Timmy was talking to his mother, the ref asked for the speech. The lights dimmed, little Timmy came downstage and began to tell how ever since the chemo, all he’s wanted were real friends.  When he had finished the monologue he had referred to “the incident” and just, you know, from that point forward had a deadly cough and limped with crutches.  

Later, when the magician showed up and special effects were requested, the magician reached into his hat (his left arm looped to his ride hip), and pulled out THE ENTIRE  RED TEAM. Absolutely brilliant.”  

 

• Heckler

The opposing team performs a straight scene based on a suggestion. The playing team disperses into the audience to “heckle” the scene and the players as rudely as they like. The opposing team has to continue the scene without breaking, and out of pity should be given a point or two at the end.

 

• New Choice

Players perform a scene based on an audience suggestion. At any given time the ref may yell “New Choice!” and a player must alter whatever they last said. Remember, this is NEW choice, not SIMILAR choice. “My toilet is clogged”/”Grandma called”/”I love your Abercrombie Sweater” is a preferred chain of new choices to “My toilet is clogged”/”My mom is clogged”/”My toilet is a superhero,” because it gives so many more offers. When the ref is satisfied with a choice, the scene continues, beginning with the justification of what was just said.

 

• Scantron

Players perform a scene based on an audience suggestion. At any given time the ref may freeze the action and let the audience choose the next path, based on offers the players give. IE Ref:” Where should they go tonight?” Player 1: “The mall.” Player 2: “A Star Trek convention.” Player 3: “Into a black hole!”  Player 4: “Wisconsin.” The audience chooses choice A, B, C, or D. Remember that the only reason that this game totally stops the action is that the players stall during the choosing period. Make your answers fast and energetic so that the audience can choose and you can get on with your scene.

 

• Sing It

As a scene is played, ref will occasionally yell “Sing It!” and the last line spoken becomes the title of a song sung by that character. Songs can have backup vocals, sung dialogue, be in monologue form, etc. Note: Do not attempt music games without familiarizing the players on how to work with an accompanist, how to structure songs, and how to diamond dance.

 

• Opera

A normal scene is played out in a heightened opera or operetta form, with aria, recitatif, counterpoint, and all that stuff.

 

• Speak In Turn

Improvisers get a speaking order rotation assigned by ref (1,2,3,4), then play the scene speaking only in that rotation. IE, player 3 can’t speak until player 2 has spoken, player 2 can’t speak until player 1 has spoken. The sequence does not have to go 1-2-3-4 until all four players are onstage; so, it may go 1-2-3 until number 4 enters.

 

• Identity Crisis

Improvisers begin a scene based on an audience suggestion, with clearly defined characters (voice, personality, mannerism, physicality, goal – these should all be there anyway). At any point the ref may yell SWITCH and the players must switch places, take on each other’s characters, and continue the scene right where they left off.

 

• English/Gibberish

A scene begins in English until ref calls switch or blows a whistle and the improvisers continue the scene in gibberish. The bell is sounded again and the improvisers return to English. Transitions can occur in the middle of a sentence, word, or even the same syllable. This back and forth continues until the scene ends.

 

• Pick-a-Play

Using an anthology of plays, an improviser asks for a page number. The improviser "holding book" must take all of their dialogue from one character’s consecutive lines of dialogue in the play, beginning on the assigned page. Teammates work to justify the dialogue. Usually played where three players are reading from plays, and one improviser must justify for everyone else.

 

 

Style/List Games

• Animals

A list of animals is gathered from the audience. Ref calls out different animals during the scene. Improvisers on stage then play the scene as if they were a human with the animal's characteristics.

 

• Changing Attitudes/Emotions

Get list of attitudes and/or emotions from the audience. Make sure they vary; most audiences will readily supply hostile/active attitudes and emotions. Improvisers onstage begin the scene in neutral, then shift the scene as ref calls out attitudes or emotions from the list. On stage improvisers must justify the rapid changes in attitude or emotion. 

 

• Genres

Get a list of genres from the audience (styles of...books, TV styles, plays, movies, paintings, etc). Play the scene in the different styles as the scene progresses. NOTE: Play the scene as well as you can in the actual style. Don’t just make fun of the style; become it.

 

• Styles Replay

Team plays a short neutral scene. Then play the scene two more times "In The Style Of..." a film, theatre, or TV genre.

 

Expert Panel Games

• Speak In One Voice

Three improvisers combine to speak (and move) as one character, who is an expert in some field the audience or 4th player provides. They are interviewed by the audience and host, and must all speak at the exact same time, watching each other’s moves and following dialogue to speak clearly. If they get off track, they can all cough and start over in the sentence.

 

• Good/Bad/Worse

Three improvisers are part of an expert panel, each with different characters – one who gives “good” advice, one who gives “bad” advice, and one who gives “worst” advice. Fourth player hosts the show, first having each expert introduce him/herself, asking the audience questions, repeating them for everyone to hear, and having each expert answer.

 

• Expert Panel

Three improvisers are part of an expert panel, each with different characters.Fourth player hosts the show, first having each expert introduce him/herself, asking the audience questions, repeating them for everyone to hear, and having each expert answer. To up the ante, the panelists may have their characters given to them by the audience.

Things to base a character on include: Physical quirks, celebrities, historical figures, inanimate objects, moods, occupations. One may also base characters on more broad suggestions, like bumper stickers or slogans. For example, a player given the bumper sticker “my student is an honor roll student at…” may portray a very proud, snobbish, and driven soccer mom.

 

• Dr. Know-It-All

Three improvisers combine to speak (and move) as one character, who is an expert in some field the audience or 4th player provides. They are interviewed by the audience and host. Each player can provide only one word at a time, as the three-headed Dr. Know-it-All can only have one word said by any of his heads at once.

 

Rashomon Games

• Spoon River

Improvisers get suggestions for occupations or an attitude; begin the scene by lying on the stage. One by one, they sit up and introduce their characters (who are dead). They recount the circumstances of their lives and deaths, as they tell their stories the tales should weave themselves together.

 

• Yearbook

Improvisers get suggestions for a school club, begin the scene by freezing in position. One by one, they unfreeze and introduce their characters. They recount the circumstances of their lives and club experiences; as they tell their stories the tales should weave themselves together. 

 

• Rashomon

Improvisers get a scene suggestion and perform a short simple scene. They then replay it over and over, and each time from the perspective of a different character. You know, like the movie (if you haven’t seen it, rent it. It totally rocks.)

 

• Eyewitness

Improvisers are brought in to recount to the cops/press a crime they’d seen committed (Normal info to be gotten: Crime, Who committed it, Where was it). All are distinct characters trying to tell their side of the story, and all perceived the same event differently (e.g., one may see a yellow object in the sky as a Frisbee, another as a UFO, a third as Spongebob Squarepants). As it is a game of improvisers interrupting other improvisers without ref intervention, it is crucial that the improvisers be aware of any power struggles over the scene, because a scene-stealer can break it.

 

• The Blues

One team gets the suggestion of situation, occupation, object, relationship—something broad. The improvisers then do a blues song about it, one verse per player at a time. This game has very broad rules—players can go up potpourri-style, be selected by the ref, or even complete each other’s stanzas in the middle, Story-style.

 

Story Games

• Tag Team Monologue

A character monologue in which all the improvisers tag in playing the same single character. Essentially works like story, but the players must provide the switching. However, unlike story, this is a MONOLOGUE—you can’t just give the audience a plot. All players are playing one character, who is speaking in a stream-of-consciousness style. To learn how to make use of your monologue suggestion, see Invocation in the Glossary.

 

• Dimestore Novel

One improviser sits at an imaginary 'typewriter', typing a story, while the other actors act out the story. Both actors and typist are responsible for endowing the story with narrative line.

 

• Playwright

Like Dimestore Novel, but instead of a novel it’s a play, with stage directions. Get it?

 

• Bedtime Story

Like Dimestore novel, but the author has an audience member, usually a terribly cute youngster, acting as a pillar. Author should “lead” the pillar, example: “And then they battled a ferocious – what did they battle, jimmy?” “A dragon!” Also, unlike in dimestore novel, the bedtime story is already written, and is being read to the child.

 

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