Games
Short-form games. Warm-ups, drills, scene games, and match d'impro challenges.
178 entries · 6 anchor · sorted alphabetically
Essentials
Comparée 1977-present
Two teams perform the same thème back-to-back; the audience votes which one they preferred.
Freeze Tag 1970s-present
Two players perform a scene; any other player can yell 'Freeze!' at any moment, tap one out, adopt the frozen pose, and start a new scene justified by the physicality.
Libre 1977-present
Match d'impro default category — teams play a scene on the given thème with no additional constraint.
Mixte 1977-present
Players from both teams share the ice and improvise one scene together on a single thème.
Park Bench 1960s-present
Two players meet on a park bench; the goal for the joiner is to get the sitter to leave — without touching them — using only character, emotion, and story.
What Are You Doing? Viola Spolin era-present
Circle game — one player mimes an action; next player asks 'what are you doing?' and first player lies, forcing second player to mime the lie.
All Games (178)
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.
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.).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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 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.
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.