American Musical: Credits, Whose Line
Introduction - One person is chosen and interviewed about his or her most exciting day ever. Information about names, places, and limited past history is useful. Then five people are chosen from the audience to reenact that persons day as an american musical. Limited set up dialoge is used and then each character must sing a song based on what they are doing and what they have set up.
Description - This game is the musical version of Shakespear's Day in the Life. The same rules and restrictions apply. The difference of course is the music and the different genre.
Variations - None
Other Catagories - Rhyming Reenacting
And Then What Happened?: Credits, Friday Night Improvs
Introduction - Two people are given a relationship and a task to complete. They will do their scene for awhile until a key moment in the scene, at which point the host calls freeze. He will then ask the players what they think will happen next. Each will give their opinion and the host will do likewise. The audience will then vote by applause what they think will happen next. The scene will then continue incorporating the key action previously dictated.
Description - A simple scene game where the players get to designate outloud what happens next. The host will usually have a more outrageous suggestion since they are not in the scene. Usually that is the one that is picked.
Variations - The audience can suggest what happens next, or a designated player.
Other Catagories - Justification
Backward Scene: Credits, Whose Line
Introductions - Two people are given a relationship and a task to complete. The only key is that they must do it in reverse order. They must alternate lines, and say the last line first.
Description - This is a game of making the other person look better. That is the best way to play this game, for it is only with the two players working together that makes this work.
Variations - None
Other Catagories - None
Bored Mortitions: Credits, Friday Night Improvs, Whose Line
Introduction - Two people are chosen to be bored mortitions. When mortitions get bored what they do is have a puppet show with the dead bodies. Three others are chosen to be the dead bodies and they must remain limp and lifeless while the two others move them around.
Description - The two mortitions can either start with the premise of being bored, or just jump right into the story. This is a good game to get new people up on stage for the dead people don't really have to do that much.
Variations - The number of dead bodies, and the mortitions can vary considerably.
Other Catagories - Physical
Cliche Family Feud: Credits, Friday Night Improvs
Introduction - Four people are chosen they divide into two groups of two, are given a genre of film, theater, or television and leave the room. The host then procures a list of cliches common to that particular genre. The first team enters and performs a two minutes scene and tries to incorporate as many cliches they can think of. The second team does the same and the team whoever gets the most cliches wins.
Description - This isn't quite pure improv because while the cliches are written down, the players are preparing what they will say. But it is alot of fun. Between eight and twelve cliches is plenty. Often times this game deteriorates into two people standing up on stage just guessing the cliches. This should be avoided, so it can be a good idea to mention this in the introduction.
Variations - None
Other Catagories - Guessing Reenacting
Emotion Game: Credits, Friday Night Improvs
Introduction - Two players are given a relationship and a task to complete. They continue for awhile until the host calls freeze, he then gets an emotion from the audience (constipation is not an emotion, it is a medical condition) which he assigns to only one of the players. That player then continues the scene as if that emotion has completly overtaken their every thought and being. Then another emotion is given to the other player. They keep switching until the game is brought to an conclusion.
Description - There are many games with a similar setup but with different gimmicks (emotions, occupations, genres, psycosises). All of these are basically played the same. When the gimmick is given, the players should not abandon the scene, but they should let them overtake their thinking.
Variations - None
Other Catagories - None
Every Other Line: Credits, Whose Line
Introduction - Two people are given a general situation to be in, however one of them is given a script and must read every other line, or one person's part in it. The other player must justify why each of the other lines were spoken and continue the scene.
Description - This is a simple justification game, the one reading from the book should give the justifier enough time to justify before reading again.
Variations - None
Other Catagories - Justification
Five Questions: Credits, Hangnail Improv
Introduction - We are going to tell you the rest of the story of the game five questions. For those of you who don't know, the five questions are "Where did you go?" "Who did you see?" "What did you say?" "What did they say?" and "What was the end result?" we will get five people to write the answer to each of these questions secretly on a piece of paper without the others knowing what was written. That is entertaining in and of itself, however after it is read, we will choose three people to act out this little scenario for us. When they do so, the main character must meet the specified person at the specified place, each person must at some point say their line, and the end result must be the same.
Description - This game is based on one of our favorite time killing game. It's sort of a madlibs type game, but the players fill in the missing parts. Some very interesting things can come from this.
Variations - None
Other Catagories - Reenacting
Freeze: Credits, Friday Night Improvs
Introduction - Two people are given a relationship and a task to complete. The relationship is what they are to each other, the task to complete is what they must do so we know when the scene is over. They perform a scene for awhile until it nears the conclusion. At that point anyone in the audience may raise there hand and shout "freeze". At that point several things will happen, the performers will freeze in their physical position, and a special person called the "nibber" will either say "nib" which means "don't go in quite yet" or "go on in" which means "go on in". If directed to "go on in" the audience member will tag one of the players out and assume the exact same physical position the person he tapped out had, and start a new scene based on whatever comes to their mind. At the half way point the nibber will say "next is a three person" at that point next person who calls freeze will not tag anyone out, but just join the scene and from that point all the rest of the scenes will be three person scenes. This will continue for a predetermined time limit.
Description - This is one of the most simple improv games, and at the same time one of the hardest. The one who goes in on the freeze should either use the physical position or at least justify why you are in that position.
Variations - Their are many variations of this game, designated players can be the only ones who can call freeze. Also, blind freeze is popular in which the designated players keep their backs turned and cannot see what position they are in when they call freeze.
Other Catagories - None
Genre Jump: Credits, Friday Night Improvs
Introduction - Two players are given a relationship and a task to complete. They continue for awhile until the host calls freeze, he then gets a genre of film, theater, or television. The players continue their scene in that genre. The early genres should be fairly easy (horror, western) but as the game goes they become more and more imaginative (christian science fiction, amish sitcom).
Description - There are many games with a similar setup but with different gimmicks (emotions, occupations, genres, psycosises). All of these are basically played the same. When the gimmick is given, the players should not abandon the scene, but they should let them overtake their thinking.
Variations - None
Other Catagories - None
How Many Words: Credits, Whose Line
Introduction - Four people are given a scene to complete. The restriction is that one person must speak in sentences consisting of say five words, another three words, another two, and so on.
Description - Unfortunatly in this game, the person who has the most words to say is the one who should carry the scene. The ones with fewer words generally just add little tidbits of comedy from time to time.
Variations - Anywhere between one and six words can be used.
Other Catagories - None
Individual Effort: Credits, Friday Night Improvs
Introduction - One person must perform a scene based on a general suggestion, but he/she must play all the roles of at least three people.
Description - This is just a good game. The scene suggestion should be pretty open, so the player has as much leeway as possible. Sometimes the person thinks he/she has to rotate the characters in a particular order. Nothing could be farther from the truth, this is just an free scene.
Variations - None
Other Catagories - Physical Individual
Last Sentence: Credits, Staircase
Introduction - Two people are given a relationship and a task to complete. Before they start, however, a sentence is procured from the audience. That sentence will be the last sentence spoken and will indicate when the scene is over. Sometimes a first sentence, and or a middle sentence can be used too.
Description - Another simple gimmick game. It is best when the sentence(s) are not only justified, but also fit into the context of the scene.
Variations - None
Other Catagories - Justification
Mental Viewpoint: Credits, Staircase
Introduction - Two people are given a relationship and a task to complete. During the scene at various times an assigned partner will call freeze and say what the person was "really thinking". That will give the scene player an emotion or though process that they must try to hide, but not very successfully.
Description - The key with this, and many other scene games is to not end the scene within 5 seconds. You laugh, but I've seen this before.
Variations - None
Other Catagories - None
Mission Improbable: Credits, Whose Line, Friday Night Improvs
Introduction - Two people are mission improbable agents, while a third is the voice on the tape that starts every mission impossible show. A suggestion is given for a not so impossible task to complete. The voice on the tape must announce the task in the style of the guy on the tape. The two must then complete the task but make it as difficult as possible.
Description - This game should emphasize acceptance. Each person will have an idea on how to procede with the task, the other person should always readily accept this.
Variations - None
Other Catagories - None
Mulan Rouge: Credits, Whose Line, Friday Night Improvs
Introduction - Three people are given a general situation to perform a scene in. The only catch is that they must only speak in well known song lyrics or titles of songs.
Description - Another simple gimmick game, what else can I say?
Variations - As said earlier, any aspect of songs can be used, such as the titles, or actual lyrics.
Other Catagories - None
No Laughs: Credits, Friday Night Improvs
Introduction - Six people are chosen to do a simple scene, with two at a time acting. The rest stand ready to enter, for if one of the players makes someone in the audience laugh, he/she is replaced by the person behind. This goes on for five minutes, the two up at the end of the five minutes are the winners.
Description - A suprisingly hard game, players are out when they just refuse to talk (that's cheating).
Variations - None
Other Catagories - None
Occupation Game: Credits, Friday Night Improvs
Introduction - Two players are given a relationship and a task to complete. They continue for awhile until the host calls freeze. He then asks for an occupation for one of the players. That player then continues the scene as if the player has that particular occupation. After awile the host gets another occupation for the other player. This continues back and forth until the task is completed.
Description - There are many games with a similar setup but with different gimmicks (emotions, occupations, genres, psycosises). All of these are basically played the same. When the gimmick is given, the players should not abandon the scene, but they should let them overtake their thinking.
Variations - None
Other Catagories - None
One Minute Fairytale: Credits, Friday Night Improvs
Introduction - Three people are chosen and given a popular fairytale to act out. The must do the entire plot in 1 minute. They then must do the same fairytale in 30 seconds. And if that wasn't enough, they will do it again in 10 seconds.
Description - This is pretty self explanatory, the first time through, some comedy can be added to the original story, but the second and third time it is just people running around. Make sure the players understand that the story must be completed within the alloted time frame.
Variations - Obviously different times can be given and it has also been done as one minute movie.
Other Catagories - Reenacting
Producers, Directors, and Playwrights: Credits, Friday Night Improvs
Introduction - Two people begin a scene, they are given a relationship and a task to complete. They procede for awhile until the host calls freeze. He then asks for a famous producer, director or playwright (one that 95% of the audience will know). The players will then continue their scene in the style of that famous producer, director, or playwright. The host will continue to switch it up until the task has been completed.
Description - This is again, similar to the genre jump, emotion games, except that both players are affected by the gimmick. As with the other games, the players should not abandon the scene for the gimmick.
Variations - None
Other Catagories - None
Psychology Game: Credits, Friday Night Improvs
Introduction - Two players are given a relationship and a task to complete. They continue for awhile until the host calls freeze. He then asks for an mental illness for one of the players. That player continues as if they now have that disease. That will continue until the host calls freeze again and gets another illness for the other player. This will go on until the task has been completed.
Description - There are many games with a similar setup but with different gimmicks (emotions, occupations, genres, psycosises). All of these are basically played the same. When the gimmick is given, the players should not abandon the scene, but they should let them overtake their thinking.
Variations - None
Other Catagories - None
Puppets: Credits, Friday Night Improvs, Whose Line
Introduction - Two people are given a relationship and a task to complete. However they cannot move until a designated mover moves them.
Description - Another pimp game the mover can either accomodate the players as the suggest what they are about to do, or the mover can move them into a position in which the players must justify why they are in that position. Cheap comedy at its finest.
Variations - None
Other Catagories - Physical Justification
Quantum Leap: Credits, Friday Night Improvs
Introduction - Five people are chosen and one begins performing a physical activity. Then one of the other four will call freeze and create a scene based on the physical position the first was in, then another will join with another scene and so on until the fifth has joined. At some point during the five person scene the fifth person will find a reason to leave and the scene will revert to the four person scene, the fourth person will leave and so on until it is back to one person.
Description - This is a freeze type game. There is very little in gimmicks for this game. Just five people, and open scene work.
Variations - None
Other Catagories - None
Radio Drama: Credits, Staircase
Introduction - One person is chosen as a narrator of an old fashioned radio drama. Between three and five others are chosen to play the parts. Some information about what the drama is called and a main character is procured from the audience. Then the lights are turned off and all information must be given orally.
Description - This game is scary to many improvisers, many rely on physicalization or physical comedy. This is a good game for people who rely on that too much, or ones good at dialogue and sound effects.
Variations - None
Other Catagories - None
Revolving Door: Credits, Improv Encyclopedia
Introduction - Five people are chosen to be in a scene, and a general situation is selected by the audience. Each person is given an everyday word that is their word. When they hear their word, they must enter the scene if they are out, or leave the scene if they are in. When they enter or leave, they must justify why they are doing so. This continues until the scene is completed.
Description - A fast paced justification game, this can quickly turn into a pimp game when many people have left and there are few reasonable excuses left for leaving and returning.
Variations - None
Other Catagories - Justification
Scene Directions: Credits, Friday Night Improv
Introduction - Two people are given a relationship and a task to complete. But before they begin they are sent out of the room. The host gets a list of scene directions (stand on your head, speak in a french accent, etc). All of these are written on small pieces of paper and strew about on the stage. The two return and begin their scene, and during it they must from time to time reach down, pick up one of the papers, and do what is says while justifying why he or she is doing this.
Description - A game filled with physical comedy and outrageousness. Make sure you get people who enjoy doing said things.
Variations - None
Other Catagories - Justification Physical
Scenes From a Hat: Credits, Whose Line
Introduction - Before the improv starts, all audience members write down interesting ideas for scenes. Selected scenes are placed into a hat and four people are chosen to briefly act out these chosen scenes from the hat.
Description - Alot of quick open scene work. Keep the scenes very short and fast paced.
Variations - None
Other Catagories - None
Shakespear's Day in the Life: Credits, Friday Night Improvs
Introduction - One person is chosen and interviewed about his or her most exciting day ever. Then five people are chosen from the audience to reenact that persons day as a shakespearian tragedy. Old English accents must be used heavily and at the end of every shakesperian tragedy, the main character and several others die.
Description - This game requires skilled improvers. When you interview the subject, information about names, places, and limited past history is useful. Try to make sure the subject has an interesting day in mind, however good comedy can come out of a dull and boring day. The players have limited freedom when it comes to their interpretation of the events.
Variations - Other genres other that shakespear have been used, anyone that your troupe does particuarly well can work, or you can procure one from the audience.
Other Catagories - Reenacting
Should Have Said: Credits, Staircase
Introduction - Two people are given a relationship and a task to complete. At any time during the scene however anyone in the audience who doesn't like what was said can shout "Should have said ..." The players must then use that line and change the scene accordingly.
Description - A good game for getting the audience to participate. This can also be an exercise with the goal of getting the players to make bigger choices.
Variations - None
Other Catagories - None
Silent Film: Credits, Friday Night Improvs
Introduction - Three people are chosen to act out a famous movie. There is no time limit, but players are encouraged to go through it quickly. Noises of most sorts are allowed, but no speaking.
Description - The movie chosen should be one that most of the audience knows. Miming and sound effects is where the comedy comes from in this so the players should be good at one or the other of these.
Variations - More or less people can be used.
Other Catagories - Reenacting Miming
Soap Opera: Credits, Hangnail Improv, Friday Night Improvs
Introduction - Four people do a scene as a classic soap opera. They continue the same story line from last time it was played (the host takes brief notes at last times conclusion). The audience will suggest a new location for the soap opera to take place each time. Each time one of the characters either dies, or moves away, so next time a new character enters the scene.
Description - This is another open type scene.
Variations - None
Other Catagories - None
Stand, Sit, Bend: Credits, Whose Line
Introduction - Three people are given a general situation to be in, the only restriction is that at all times one person must be sitting, one must be standing, and the other must be bending over. If one changes the others must accomodate.
Description - Just another scene game with a cheap gimmick.
Variations - The bend can be replaced with lying down or squatting.
Other Catagories - Physical
Storytellers: Credits, Friday Night Improvs
Introduction - The host and one or two others are telling a epic story with five others who act out key points in the story as it is being told. When the host says something like "And then the queen made an epic proclamation." Someone must step forward as the queen and make that epic proclamation.
Description - The mother of all pimp games. The storytellers should start to establish the parts of the story, and develop the scene. After awile, all bets are off. If more than one storyteller, each one should take turns telling a line.
Variations - None
Other Catagories - None
Strange Objects: Credits, Friday Night Improvs
Introduction - Two people are given a relationship and a task to complete. They are also given a time in human history for their scene to take place. Four other people are chosen to place objects in their way that don't fit the situation. It is the job of the players to justify why this is here, and perhaps use it in completing their task.
Description - This game simply puts people in weird situations, this requires simple justification and good scene work.
Variations - None
Other Catagories - Justification
Stunt Doubles: Credits, Staircase
Introduction - Two people are given a relationship and a task to complete. Two others are chosen as stunt doubles. When one of them is doing any physical activity, a stunt double is called in. When performing the activity, the activity becomes horribly dangerous and the double is injured. Each time the double comes back they are more and more injured.
Description - This game is the best for ones good at physical comedy. Unlike other gimmick games where the gimmick should be used sparringly, the stunt double should be called in as much as possible. However, the players should try to wrap up the scene, so the game can continue. The stunt double should almost never speak, if ever.
Variations - None
Other Catagories - Physical
Superheroes: Credits, Whose Line, Friday Night Improvs
Introduction - Four people are chosen to play superheroes solving some sort of world catastrophy (as always, selected by the audience). The first one is given a superhero name by the audience, and he/she must nominate who the next superhero is and so on until the fourth has arrived and the problem is solved. They then must leave last one first, one by one until the first is alone again.
Description - This is another game that emphasizes character work. The actual solving of the problem isn't very important. As long as you definetly project what your superhero is. The first one is generally a moderator of sorts, while the others are wild and crazy. Traditional superheroes like Superman and Batman, should be avoided in place of made up superheroes.
Variations - Three or four people can be used, depending on how much time you have.
Other Catagories - None
Tag Line: Credits, Friday Night Improvs
Introduction - Two people are given a relationship and a task to complete, during the scene however they must in the middle of sentences stop and tag their assigned partner (usually someone who doesn't want to be up there) the partner must say the first word or phrase that comes to mind. The person must justify why that word of phrase was said and incorporate it into the scene.
Description - There are many schools of thought on how to use the word. Some say it must be the next word said, others allow one or two additional words to make it fit, and still others just say that it should inspire the next train of thought. I tend to favor the second option. You should use the word immediately if possible, but if it is so outlandish, one or two setup words are appropriate.
Variations - None
Other Catagories - Justification
Weird Newscasters: Credits, Whose Line
Introduction - One person is chosen as the anchor of the six o clock news. Three others are chosen as the weird newscasters, one as co-anchor, one as sportscaster, and the other as the meteorologist. Each one of the three is given a strange way of behaving or a quirk. The quirkless anchor must try to maintain order while conducting the news.
Description - Simple character work, general arguing, squabbling, and disruption are popular. The anchor should get more and more annoyed as the scene goes on.
Variations - This can also be a guessing game where the anchor doesn't know what the quirks are and has to guess what each one is
Other Catagories - None
To submit a game e-mail me at garmaniac@hotmail.com
Exercises | Scene | Reenacting | Individual | Guessing | Justification | Miming | Physical | Rhyming | Long Form |