House, Creature, Flood

House, Creature, Flood is an energetic group warm-up and tag game in which players form groups of three: two players create a "house" by facing each other with their arms raised and joined overhead, and one player stands inside as the "creature." When the caller shouts "flood," all creatures must find a new house; when they shout "house," the house-builders separate and find a new creature; when they shout "earthquake," everyone reorganizes entirely. The game builds rapid responsiveness, physical coordination, and the experience of group reorganization under pressure.

Structure

Setup

Players form groups of three. Two players stand facing each other and raise their joined hands to form an arch -- the house. The third player stands inside the arch -- the creature.

Roles and Calls

A caller (facilitator or rotating player) shouts one of three calls:

  • Flood: All creatures must leave their current house and find a new one. Houses stay in place. Creatures scramble.
  • House: The house-builders separate and find a new creature to house. Creatures stay in place.
  • Earthquake: Everything changes. All players must regroup: new partners, new roles, new houses.

With each call, players must move and reform quickly. In groups where the number is not divisible by three, one player is left out temporarily and becomes the next caller.

Pacing

The facilitator calls at a pace that keeps the group moving without allowing everyone to settle comfortably into a single arrangement. Faster calls produce more chaos; deliberate pauses before calls create anticipation.

Conclusion

The game ends after a set number of calls or when the group has reached a satisfying level of shared energy.

How to Teach It

Objectives

House, Creature, Flood develops rapid physical responsiveness, the experience of group reorganization under time pressure, and the habit of moving decisively rather than waiting to observe what others do.

How to Explain It

"Three people: two form a house with their arms, one stands inside as the creature. When I call 'flood,' creatures find a new house. 'House,' houses find a new creature. 'Earthquake,' everyone reorganizes. Move fast. Don't wait."

Scaffolding

Walk through each call type once before beginning at speed. Players need to understand all three calls before the pace increases. The first round at slow speed establishes the mechanics; subsequent rounds can move at full energy.

Common Pitfalls

Players sometimes stand and evaluate their options before moving, creating hesitation that slows the whole group's reorganization. The coaching note is that the game rewards the first decision, not the best decision -- move, then adjust. The experience of rapid, decisive reorganization is what the exercise is building.

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Creatures of the Deep

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The Wave

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Play Tag

Play Tag is a physical warm-up exercise that adapts the universal children's game of tag for an improv workshop setting. One player is designated as "it" and pursues others within the defined playing space; tagged players become "it" and must pursue the next player. The exercise builds physical energy, spatial awareness, and the embodied experience of ensemble interdependence before scene work begins.

How to Reference This Page

APA

The Improv Archive. (2026). House, Creature, Flood. Retrieved September 28, 2026, from https://improvarchive.org/exercises/house-creature-flood

Chicago

The Improv Archive. "House, Creature, Flood." The Improv Archive, 2026. https://improvarchive.org/exercises/house-creature-flood.

MLA

The Improv Archive. "House, Creature, Flood." The Improv Archive, 2026, https://improvarchive.org/exercises/house-creature-flood. Accessed September 28, 2026.

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