Killer Bunny

Killer Bunny is a physical attention and tag exercise in which one or more participants secretly designated as the killer bunny attempt to eliminate other players through a covert signal -- typically a wink, a pointed finger, or a specific gesture -- while the group moves through the space and attempts to identify and call out the killer before being eliminated themselves. The exercise trains sustained peripheral awareness, active observation, and the management of divided attention.

Structure

Setup

All participants circulate through the space. One participant is secretly designated as the killer bunny, either by the facilitator privately or by a dealt card or whisper system that keeps the identity concealed from the group.

Progression

Participants move through the space and interact naturally -- making eye contact, briefly acknowledging others, passing by. The killer bunny uses a pre-agreed covert signal (a slow wink, a finger point, a specific phrase) to silently eliminate players. A player who receives the signal must wait a short beat before responding -- slumping, freezing, or making a death sound -- to avoid immediately revealing the killer's identity.

Other participants who believe they have identified the killer bunny may make an accusation. If correct, the round ends. If incorrect, the accuser is eliminated.

Conclusion

The round ends when the killer bunny is correctly identified, all players have been eliminated, or the facilitator calls time.

How to Teach It

Objectives

Killer Bunny targets peripheral awareness, sustained attention, and the ability to observe others without telegraphing what one is watching. It trains the split focus required on stage between attending to scene partners and maintaining awareness of the larger ensemble and space.

How to Explain It

"You need to stay aware of everyone in the room without looking like you're watching them. The killer bunny is someone in this circle -- you need to notice what's happening without making it obvious you're watching. Pay attention to everything."

Scaffolding

Begin with a slower-paced version in which the killer bunny acts only when they are in close proximity to a target. Increase pace and distance range as the group becomes more comfortable with sustained peripheral attention.

Common Pitfalls

Players who are eliminated often immediately look at the killer, revealing their identity to the group. Coach eliminated players to fall and remain still or move to the edge of the space without making eye contact with the killer. The game loses its tension when eliminations become a performance rather than a covert act.

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Related Exercises

Bunny

Bunny is a high-energy circle exercise in which players pass a rhythmic pattern around the group through a combination of chanted sounds and synchronized gestures. The player designated as the bunny performs a central action, typically holding both hands beside the head like ears while chanting "bunny bunny," while the two players on either side perform complementary supporting gestures. The bunny then passes to another player across the circle, and the pattern repeats with increasing speed. The exercise builds group rhythm, peripheral awareness, and comfort with looking foolish. It is widely used as a warm-up in both theatrical and corporate training contexts, valued for its ability to lower inhibitions, demand focus, and generate collective energy through structured silliness.

Hot Potato

Hot Potato is a circle game in which an imagined object is passed rapidly around the group, and whoever holds it when a signal sounds must perform a task, answer a question, or be eliminated. The exercise raises energy and adds stakes to simple passing games. It builds speed and the comfort with being put on the spot.

Bunny Bunny

Bunny Bunny is a rhythm and focus game in which players pass energy around a circle by chanting "Bunny Bunny" with accompanying hand gestures while neighbors provide synchronized support sounds. The pace escalates until players break rhythm and are eliminated or the group collapses in laughter. The exercise trains concentration, timing, and ensemble cohesion.

Sign Pass

A circle game where participants pass focus and energy around the group through agreed-upon physical signals, building team connection and awareness of ensemble engagement.

Screamers

Screamers is a circle exercise in which players look down, then on a count look up and make eye contact with someone. If two players lock eyes, they both scream and are eliminated. The game builds tension through anticipation and rewards sharp observational reflexes. It is a reliable energizer for large groups.

Duck Duck Goose

Duck Duck Goose is a classic children's circle game adapted as an improv warm-up. One player circles the group, tapping heads and calling out "duck" until choosing a "goose" who must chase them around the circle before they can claim the vacated spot. In improv contexts the game is used to raise physical energy quickly, lower inhibitions through familiar childhood play, and establish a physical permission structure early in a session.

How to Reference This Page

APA

The Improv Archive. (2026). Killer Bunny. Retrieved March 17, 2026, from https://improvarchive.org/exercises/killer-bunny

Chicago

The Improv Archive. "Killer Bunny." The Improv Archive, 2026. https://improvarchive.org/exercises/killer-bunny.

MLA

The Improv Archive. "Killer Bunny." The Improv Archive, 2026, https://improvarchive.org/exercises/killer-bunny. Accessed March 17, 2026.

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