Archive · 425 entries · Page 1 of 5
Improv Games
Short-form games and scenic challenges for performance and practice.
#12
- 1 Minute Story
1 Minute Story is currently a provisional archive entry. The title clearly points to a timed storytelling structure, but the archive does not yet contain a directly attributable published rules passage that verifies the exact setup, scoring logic, or standard classroom and stage use for this named game.
- 1,2,3
1,2,3 is currently a provisional archive entry. The title survives in the database, but the current archive does not contain a directly attributable published passage that confirms the rules, staging, or standard use for this named improv game.
- 10 Titles
10 Titles is a short-form scene format in which the host collects ten audience titles, posts them where the room can see them, and the cast improvises each scene in order. The format stays clear because every round begins from a specific title and the full list gives the audience a visible roadmap for what is coming next.
- 185
185 is currently a provisional archive record. The title is widely associated with a joke pattern or short-form wordplay prompt, but the archive does not yet contain a directly attributable published rules passage confirming the exact setup, hosting pattern, or historical lineage for this entry.
- 3 Line Scenes
3 Line Scenes is a compact scene drill and short-form game in which two players improvise a scene using only three lines in total. One player starts, the other responds, and the first player answers back. The short limit keeps the round simple, fast, and playable for new improvisers who are getting used to starting scenes in front of a group or audience.
- 3 Lines
3 Lines is a scene game in which each performer enters with exactly three predetermined or improvised lines that they must use during the scene. Players weave their fixed lines into the emerging narrative, creating unexpected connections. The constraint generates surprising juxtapositions and trains adaptability.
- 3 Series
3 Series is a short-form game in which three unrelated scenes run simultaneously. The host or caller switches between the scenes, and performers must pick up each thread exactly where it left off. The game tests memory, commitment, and the ability to sustain multiple narratives at once.
- 3 Some
3 Some is a warm-up association game in which three performers build a linked set of complementary identities, then cycle through a rotating trio structure. The game develops ensemble cohesion and playful object association in a low-stakes group format.
- 3 Things
3 Things is a quick-response listing game in which one player gives another player a category and the second player rapidly names three things that fit it. The chant that follows each answer keeps the room playful and makes the speed of response more important than correctness.
- 5 Rush In
5 Rush In is a short-form game in which five players enter a scene one at a time, each adding a new character or complication. The escalating additions create mounting chaos and comedic density. The game tests players' ability to build on existing offers while contributing something distinct.
- 5 Titles
5 Titles is a short-form scene format in which the host gathers five audience titles, posts them where the audience can see them, and the cast plays the scenes in that order. The visible list gives the set a clear roadmap while still allowing each title to launch a distinct standalone scene.
- 8 Things
8 Things is a fast listing exercise and short-form game in which one player jumps into the middle of a circle, gets a category, and names eight things in that category while the rest of the group counts and cheers. The pressure is not about accuracy. The point is to answer quickly, stay supported, and keep the mind moving before self-editing can take over.
A22
- AM/FM Radio
AM/FM Radio is a short-form game in which two or more performers each represent a different radio station or program. A host "changes the dial" and the active performer must immediately continue their broadcast. The game rewards commitment to distinct vocal styles and the ability to maintain a running bit through interruptions.
- Action Charades
Action Charades is a timed team guessing game in which one player mimes a short list of verbs while teammates try to identify all of them before time runs out. The actor can choose the order of the verbs, so the game is not just about mime skill. It also trains quick tactics, persistence, and team problem-solving under pressure.
- Actor Switch
## Actor Switch: Content Actor Switch is a foundational improv structure, frequently utilized as both a game and an exercise. It centers on the rapid and unexpected exchange of character traits or roles between performers. The core mechanic involves one player initiating a switch by verbally or physically signaling another player to adopt a specific characteristic, emotion, or even a complete persona from the initiating player. This creates a dynamic shift in the scene, demanding adaptability and responsiveness from all involved. The origins of Actor Switch, like many early improv games, are challenging to definitively trace. It likely evolves organically within the burgeoning Chicago improv scene of the 1960s and 70s, drawing from techniques explored by Second City and Del Close. No single individual receives credit for its invention, but its consistent presence in improv training materials suggests early adoption and subsequent refinement by numerous practitioners. It serves as a crucial tool for developing active listening and quick thinking. To execute Actor Switch, a scene begins as usual, with performers establishing a baseline scenario. At any point, a player can declare "Actor Switch!" and then specify the element to be transferred, for example, "Actor Switch: Your frustration!" The targeted player immediately embodies that element, integrating it into their existing character or behavior. This process repeats, with players continually switching elements, creating a layered and unpredictable performance. The goal is not necessarily to create a coherent narrative, but to explore the possibilities of character and reaction. Actor Switch offers several benefits. It encourages performers to observe and react to their scene partners, fostering a heightened sense of ensemble awareness. The rapid shifts challenge performers to abandon preconceived notions and embrace spontaneity. Ultimately, Actor Switch cultivates a playful and dynamic approach to improvisational storytelling.
- Actor's Nightmare
Actor's Nightmare is a short-form scene game in which one performer reads scripted dialogue verbatim from a play or text while their partner improvises responses to justify those lines and sustain a coherent scene. The challenge for the improviser is to receive fixed, often unexpected lines and make them land within a believable dramatic reality.
- Ad Game
Ad Game is a Del Close ensemble game in which a group invents and pitches an entire advertising campaign for an imaginary product. The core task is simple: take one unusual product premise and build a name, slogan, spokesperson, jingle, and finished commercial fast enough that the group cannot retreat into overthinking. The game is widely used to train agreement because the campaign only comes together when each new offer is accepted and turned into the next piece of the pitch.
- Adjective Scene
Adjective Scene is an exercise in which a caller periodically inserts an adjective that the performers must immediately incorporate into the tone or style of the scene. A scene might shift from "romantic" to "furious" to "confused" at the caller's discretion. The exercise trains emotional agility and the ability to justify abrupt tonal shifts.
- Agony Aunt
Agony Aunt is a short-form game in which one performer plays an advice columnist or talk show host while others present absurd personal problems. The advice-giver must respond with confident, specific guidance no matter how bizarre the situation. The game creates comedy through the contrast between earnest expertise and outlandish subject matter.
- Airplane
Airplane is a short-form scene game set aboard a commercial flight, where the confined setting and diverse passenger types create natural comic friction. Players adopt distinct characters whose quirks, fears, and agendas collide in the tight quarters of an aircraft cabin. The game exploits the inherent tension of air travel, where strangers with incompatible personalities are forced into close proximity with no escape. Character choices drive the comedy, as each performer establishes a clear behavioral pattern that escalates through interaction with the other passengers. The game rewards strong initiations, commitment to character, and the ability to build group dynamics in a shared environment.
- Airport
Airport is an improv structure that uses the airport terminal as a setting for character-driven scene work and trust-building exercises. The airport provides a natural framework for dramatic encounters: strangers with different destinations, emotional states, and agendas occupy shared space under time pressure. As a scene game, players adopt distinct characters navigating arrivals, departures, delays, and the heightened emotions of travel. As a training exercise, the airport setting frames trust and communication drills where players guide each other through physical challenges. The structure appears across multiple improv and acting traditions, with variations ranging from scenic improvisations in waiting areas to guided obstacle courses using the metaphor of pilots and signalmen. The game rewards clear character choices, environmental awareness, and the ability to build layered group dynamics within a fixed location.
- Alphabet Game
Alphabet Game is a short-form scene game in which each line of dialogue must begin with the next successive letter of the alphabet. Players navigate a coherent scene while wrestling with difficult letters, making it both a verbal agility test and a shared comedic endurance challenge.
- Alter Ego
Alter Ego is a short-form scene game in which each main character has a second performer standing directly behind them who voices the character's inner thoughts. Two players perform a scene with dialogue and action while their respective alter egos narrate the unspoken subtext: desires, fears, judgments, and contradictions that the characters would never say aloud. The contrast between what a character says publicly and what they actually think generates natural comedy and dramatic irony. The game highlights the role of subtext in scene work and rewards performers who create clear, exploitable gaps between surface behavior and true feelings. Alter Ego appears across multiple improv traditions and is documented in Andy Goldberg's Improv Comedy among other sources.
- American Idol
American Idol is a short-form game that parodies television singing competition formats. Performers deliver deliberately absurd, overconfident, or incompetent auditions while a panel of judges reacts and scores them. The game rewards committed character choices and the ability to play straight-faced incompetence.
- Animal Understudy
Animal Understudy is a scene game in which performers play a scene using the physicality and vocal qualities of assigned animals while maintaining human characters and dialogue. The animal influence colors every choice without replacing the scene's content. The game produces unexpected character work and physical comedy.
- Arm Game
Arm Game is a short-form performance game in which one player stands behind another, supplying the arms while the front player provides the voice and head movements. The disconnection between speech and gesture creates physical comedy as the front player must justify whatever the arms do. The game is a staple of short-form shows worldwide.
- Arms
Arms is a short-form game in which one player stands behind another, extending their arms through the front player's sleeves to serve as their hands. The front player speaks and reacts while the hidden player's arms create unpredictable physical business. It is one of the most recognized and widely performed short-form games.
- Arnie
Arnie is a short-form performance game in which players perform scenes, tasks, or physical challenges in the exaggerated style of a well-known action hero or larger-than-life public figure. The game rewards over-the-top commitment to vocal and physical characterisation while still engaging with the scene's given circumstances.
- Arpeggio
Arpeggio is a scene game in which multiple performers play aspects of a single character's personality, speaking in rapid succession like notes in a musical chord. The fragmented delivery reveals a character's internal contradictions and complexity. The game produces rich, layered characterization that a single performer could not achieve alone.
- Asides
Asides is a scene technique game in which performers periodically break from the action to address the audience directly with their character's private thoughts. Borrowed from theatrical convention dating back to Shakespeare and the Restoration comedy tradition, the aside allows a character to reveal inner monologue, secret motives, or contradictory feelings while other characters on stage cannot hear what is said. In improv, the technique layers subtext over surface dialogue, creating dramatic irony and comedy through the gap between what characters say to each other and what they confide to the audience. The game trains performers to maintain dual awareness of both the scene and the audience, and to develop rich inner lives for their characters that extend beyond spoken dialogue.
- Assassin
Assassin is a sustained social game in which each player is secretly assigned a target to "eliminate" through a discreet signal such as a wink, a specific word, or a light tap. Players circulate through the space or go about their normal activities while simultaneously hunting their assigned target and watching for signs that someone is hunting them. The game unfolds over an extended period, ranging from a single workshop session to an entire day or retreat. Assassin builds observational awareness, peripheral attention, and the ability to function on multiple levels of awareness simultaneously. The game is distinct from the exercise Assassins (a separate entry in the archive), which involves physical tag-style elimination in a defined space.
- At the Movies
At the Movies is a short-form game that combines improvised film scenes with live critic commentary. A group of performers acts out scenes from a fictitious film in a genre suggested by the audience, while one or two other performers sit to the side and provide running commentary in the style of television film critics. The dual performance layers create comedy through the contrast between the earnest scene work and the editorial framing. The critics may praise, pan, analyze, or argue about the film as it unfolds, adding a meta-theatrical dimension that audiences enjoy. The game rewards strong genre awareness, character commitment from the scene players, and quick wit from the critics.
- At the Oscars
At the Oscars is a short-form performance game that parodies an awards ceremony. Performers deliver acceptance speeches, present clips from fictitious films, and play celebrity presenters. The game rewards sharp pop culture references and the ability to create instant, recognizable character types.
- Attenborough
Attenborough is a scene game in which one performer narrates the action in the style of a wildlife documentary while other players perform a mundane scene as though they were animals being observed in their natural habitat. The naturalist narration reframes ordinary human behavior as exotic and fascinating. The game rewards a strong David Attenborough vocal impression and the ability to find comedy in the mundane.
B34
- Backwards Interview
Backwards Interview is a short-form game in which a talk show interview is performed in reverse chronological order, beginning with the farewell and ending with the introduction. Players must construct logical narrative links that work backward while maintaining the illusion of a natural conversation. The game rewards sharp memory and structural thinking.
- Backwards Scene
Backwards Scene is a short-form game in which performers play a scene from its final moment to its first. Each exchange must logically precede what the audience has already seen, creating a reverse-engineered narrative that rewards careful physical and verbal continuity.
- Bad Rap
Bad Rap is a short-form performance game in which players deliver improvised rap verses on audience-suggested topics. Performers must maintain rhythm, rhyme, and comedic content simultaneously. The game rewards musical confidence and the ability to construct wordplay under rhythmic pressure.
- The Bag
The Bag is a short-form game in which performers draw random objects from a bag and must immediately incorporate each item into an ongoing scene, finding justification for the object's presence within the established narrative. The objects are typically collected from audience members' pockets and belongings before the show, giving the game an element of authentic surprise. The game trains rapid object integration and the improvisational habit of treating unexpected material as an offer.
- Balladeer
Balladeer (1) is a short-form game in which a musical performer narrates and comments on a scene through improvised song, functioning as a one-person Greek chorus. The balladeer may advance time, reveal subtext, or editorialize on the action. The game requires strong musical improv skills and the ability to serve the scene through song.
- The Band
The Band is a musical improv game in which performers form a fictional band, complete with an audience-suggested name and genre, and perform original songs on the spot. The game includes in-character banter between songs, introductions, and crowd interaction that develops the band's fictional identity. It rewards musical confidence, ensemble coordination, and the ability to commit to a shared musical persona.
- Barpro
Barpro is a short-form scene game set in a bar in which one player takes on the role of a seasoned bartender-host. Other performers enter as patrons with distinct characters and problems, and the bartender must manage the evolving social dynamics. The fixed setting and rotating characters create a natural engine for varied scene work.
- Bartender
Bartender is a short-form guessing game in which one player tends bar while several patrons, each endowed with a secret character trait, identity, or quirk by the audience, attempt to communicate their assignments through behavior, dialogue, and physical choices. The bartender must identify each patron's secret while maintaining the scene and keeping the bar running. The game belongs to the family of guessing games (alongside Party Quirks and Psychiatrist) and creates comedy through the tension between the patrons' increasingly obvious clues and the bartender's attempts to decode them. The bar setting provides a natural framework for one-on-one interactions, character reveals, and the rotating focus that guessing games require.
- Bear, Fish, Mosquito
Bear, Fish, Mosquito is a full-body variation of rock-paper-scissors in which two teams face each other and simultaneously perform one of three creatures. Bear eats fish, fish eats mosquito, and mosquito bites bear. The losing team runs to avoid being tagged by the winners. The game combines quick decision-making with physical energy.
- Beasty Rap
Beasty Rap is a musical performance game in which players deliver improvised rap verses while embodying animal characters or using animal-themed content. The combination of musical structure and character commitment creates a high-energy performance piece. The game rewards rhythmic confidence and bold creative choices.
- Beat Poets
Beat Poets is a short-form game in which performers deliver improvised poetry in the style of Beat Generation writers, complete with finger snaps from the audience. Poems are typically inspired by an audience suggestion and delivered with hipster gravitas. The game rewards verbal creativity, rhythmic delivery, and commitment to the affected spoken-word persona.
- Beatnik Poet
Beatnik Poet is a short-form performance game in which a player delivers an improvised poem in the style of a 1950s coffeehouse poet. The audience provides a topic and the performer must sustain a stream of free-verse imagery with dramatic flair. The game is closely related to Beat Poets and rewards the same skills of verbal invention and heightened delivery.
- Bedtime Story
Bedtime Story is a collaborative storytelling game in which performers narrate and act out a children's story for the audience in real time. One player typically serves as the narrator (often playing a parent putting a child to bed) while the ensemble acts out the story as it unfolds. The innocent format creates natural comedy as adult improvisers navigate the demands of maintaining a child-appropriate narrative while following their creative impulses and each other's offers. The game rewards playful narrative instincts, ensemble coordination, and the ability to balance sweetness with surprise. Bedtime Story works well as both a performance game and a family-friendly show closer.
- Before or After
Before or After is a short-form game in which performers present a scene, then the audience calls out whether they want to see what happened "before" or "after" the events just depicted. The performers create a new scene that logically connects to the original, revealing backstory or consequences that recontextualize what the audience already witnessed. The game can cycle through multiple rounds, with the audience driving the story forward or backward in time. Before or After trains narrative construction, temporal awareness, and the ability to expand a story in either direction while maintaining internal consistency. The game rewards performers who plant details in early scenes that pay off when the timeline shifts.
- Behind Closed Doors
Behind Closed Doors is a scene game in which the audience sees only the moments before characters enter and after they exit a room, never what happens inside. Players must convey dramatic events through their changed demeanor, dialogue, and physical state upon emerging. The game trains performers to communicate offstage action through behavior.
- Believe It or Not
Believe It or Not is a storytelling game in which one player tells a story that is either true or entirely invented, and the audience or fellow players must determine which. The storyteller delivers the narrative with equal conviction regardless of its veracity, making the game a test of performance commitment and audience perception. The game rewards detailed, specific delivery and the ability to sell a narrative through confidence, body language, and emotional authenticity. For audiences and fellow players, the game sharpens critical listening and observation. Believe It or Not functions as both a performance game and a training exercise, building skills in storytelling, character conviction, and the relationship between truth and believability in performance.
- Bermuda Triangle
Bermuda Triangle is a short-form scene game that uses character swapping or rotation to create confusion and comic momentum. Players cycle through roles or positions during a scene, forcing rapid adaptation to new relationships and contexts. The game tests memory and the ability to maintain distinct characters through repeated switches.
- Bidirectional Satellite TV
Bidirectional Satellite TV is a dubbing game in which two pairs of performers are placed in separate areas, each watching the other on an imaginary screen. One pair provides the physical action while the other provides the voices, and they switch roles back and forth. The disconnection between bodies and voices generates comedy through mismatched timing and interpretation.
- Black Box
Black Box is a short-form game in which one player holds a mimed remote control or box with three buttons, each triggering a different involuntary behavior in a second player. Neither performer knows in advance what the buttons do. The effects are discovered through experimentation during a scene, as the button-presser tests each button and the affected player commits to whatever physical, vocal, or emotional response emerges. The game rewards physical commitment, spontaneous justification, and the ability to incorporate unexpected impulses into ongoing scene work. Black Box demonstrates the improv principle that accepting and justifying any offer, no matter how disruptive, produces stronger comedy than resisting or ignoring it.
- Black Magic
Black Magic is a guessing game in which two players appear to share a psychic connection. One player leaves the room while the group selects an object, then returns and identifies it as a partner points to various items. The secret method involves a pre-arranged signal. The game demonstrates how coded communication and showmanship create the illusion of mind reading.
- Blind Date Character Quirks
Blind Date Character Quirks is a short-form guessing game in which one player goes on a "date" with three suitors, each endowed with a secret character trait by the audience. The dater must identify each suitor's quirk through conversation. The game rewards clear physicalization of traits and the guesser's ability to read behavioral clues.
- Blind Freeze
Blind Freeze is a variation on Freeze Tag in which waiting players face away from the scene and cannot see the current physical positions. When they call "freeze" and enter, they must initiate a new scene based solely on the body position they discover upon turning around. The element of surprise produces bolder, more instinctive initiations.
- Blind Line Offers
Blind Line Offers is a scene exercise in which performers receive random written lines from slips of paper and must incorporate each one seamlessly into the scene as it unfolds. The unexpected text forces players to justify and connect disparate material in real time. The exercise trains adaptability and the skill of making any offer work.
- Blind Musical
Blind Musical is a short-form musical game in which performers create an improvised musical number without knowing the scene's premise, the musical style, or other key information. The constraints force pure instinctive creation and test the ensemble's ability to build coherent music from minimal shared context. The game rewards musical confidence and collaborative listening.
- Blindfolded Scene
Blindfolded Scene is a scene game in which performers play a scene while blindfolded, unable to see their partners, the audience, or the space. The restriction heightens all other senses and forces players to listen, communicate position verbally, and trust their partners completely. The game reveals how much performers normally rely on visual cues.
- Blues Jam
Blues Jam is a musical improv game in which performers sing improvised blues verses based on audience suggestions. The twelve-bar blues structure provides a reliable musical framework that supports even novice singers. The game rewards emotional commitment and the ability to find humor or pathos in everyday situations.
- Board Races
Board Races is a team energizer in which groups compete to be the first to complete a task at a whiteboard or similar surface, such as listing items in a category or solving a puzzle. The competitive element raises energy and rewards quick thinking under pressure. It works well as a warm-up or icebreaker.
- Book Club
Book Club is a scene game in which performers play members of a book club discussing a fictitious book, with each player having a wildly different interpretation of the same text. The game generates comedy through misunderstanding, strong opinions, and the social dynamics of the group. It rewards distinct character voices and the ability to commit to an absurd premise.
- Boom Chicago
Boom Chicago is a high-energy short-form game format in which performers rapidly cycle through a series of very brief scenes or blackouts, each landing on a single joke or comedic moment before cutting to the next. The pace demands instant clarity originating from the performance style of the Boom Chicago theatre in Amsterdam. The game prioritizes speed, economy of language, and the ability to establish and deliver a comic premise within seconds. Each micro-scene functions as a self-contained unit, requiring performers to commit fully to a single idea without the luxury of gradual scene development. The format rewards performers who can generate strong initiations, recognize the comic peak of a premise immediately, and edit themselves before the energy dissipates.
- Boris
Boris is a short-form interrogation game in which a police commissioner questions a suspect who does not know what crime they have committed. The commissioner drops clues while threatening to summon Boris, a fearsome unseen enforcer, whenever the suspect fails to incriminate themselves. The suspect must piece together the nature of their crime and confess to end the scene.
- Box Full of Hats
Box Full of Hats is a character exercise in which players draw hats or costume pieces from a container and immediately adopt a character suggested by the item. The physical prop provides an instant external stimulus for character creation. The exercise trains rapid character commitment and the ability to build a persona from a single detail.
- British Bulldog
British Bulldog is a high-energy physical game in which one player stands in the center of the space while the rest attempt to run from one side to the other without being caught. Tagged players join the catcher for subsequent rounds until only one runner remains. The game builds physical confidence, spatial awareness, and group energy.
- Bucket
Bucket is a short-form game in which scene suggestions, character traits, or constraints are written on slips of paper and placed in a bucket before the show. During scenes, performers draw slips at designated moments and must immediately incorporate whatever is written into the ongoing action. The random elements inject controlled unpredictability, forcing performers to accept and justify offers that could not be anticipated. The game rewards flexibility, quick thinking, and the ability to absorb any suggestion without hesitation. Bucket demonstrates the core improv principle that accepting external offers, no matter how disruptive, produces stronger and more surprising scene work than relying solely on performer-generated choices.
- Bucket of Death
Bucket of Death is a high-stakes short-form game in which performers draw increasingly difficult challenges from a bucket and must execute them successfully to survive. Failed challenges result in dramatic, exaggerated elimination. The escalating difficulty and elimination format create mounting tension and audience investment.
C32
- Caligula
Caligula is a short-form game in which one player assumes the role of an all-powerful emperor who can demand anything of the other performers. Scene partners must comply with increasingly absurd commands while maintaining their own characters and the logic of the scene. The game explores status dynamics and rewards creative compliance.
- Call from Ray
Call from Ray is a short-form game in which a scene is interrupted by a phone call from an unseen character named Ray, whose offstage dialogue (supplied by another performer) introduces new information that shifts the scene. Each call raises the stakes or redirects the narrative. The game trains adaptability and the ability to incorporate external offers mid-scene.
- Canadian Who What Where
Canadian Who What Where is a variation on the classic Who What Where scene-building exercise, typically played with an apologetic or overly polite Canadian sensibility. Players establish character, activity, and location within the opening moments of a scene. The exercise reinforces the foundational skill of grounding scenes quickly with specific information.
- Car Journey
Car Journey is a scene game set inside a vehicle, where the confined space and fixed seating arrangement create natural side-by-side staging. Passengers enter and exit at stops, each bringing new energy or information. The game rewards conversational scene work and the ability to build relationships through proximity and shared experience.
- Cards
Cards is a short-form game in which performers draw playing cards that assign them secret emotions, character traits, or scene constraints they must incorporate into the scene. The random assignment prevents pre-planning and forces genuine in-the-moment adaptation. The game rewards the ability to make any given constraint appear natural.
- Casino Game
Casino Game is a short-form game set in a casino or gambling environment where the high-stakes atmosphere provides natural tension. Players adopt characters drawn to the setting for different reasons, and the inherent drama of risk and reward drives the scene. The game rewards heightened emotional play and clear character motivation.
- Cctv
CCTV is a short-form game in which performers act out scenes as though being watched on security camera footage, often with a narrator providing commentary in the style of a surveillance monitor operator. The voyeuristic frame recontextualizes ordinary behavior as suspicious or dramatic. The game rewards physical clarity and the ability to tell a story without dialogue.
- Cd Shop
CD Shop is a short-form game in which performers play characters browsing or working in a music store, using musical genres and band references as a springboard for character and comedy. The setting provides natural opportunities for musical performance, strong opinions, and cultural clashes. The game rewards pop culture knowledge and distinct character voices.
- Chain Murder
Chain Murder is a guessing game in which players leave the room and re-enter one at a time. Each returning player watches the previous player silently act out a murder scenario, then must reproduce what they saw for the next player. The chain of imitations progressively distorts the original scene, producing comedy through accumulated misinterpretation.
- Chance of a Lifetime
Chance of a Lifetime is a short-form game in which performers are placed in a high-stakes scenario where everything rides on a single moment or decision. The built-in dramatic tension drives emotional commitment and heightened play. The game rewards performers who invest fully in the imagined consequences.
- Change
Change is a short-form game in which a caller says "change" at any point during a scene, forcing the last speaker to replace their most recent line with a new one. Repeated calls on the same line demand increasingly creative alternatives. The game trains verbal agility and the ability to generate multiple options for any moment.
- Character Bench
Character Bench is a short-form game in which performers sit on a bench in a public place, each entering with a distinct character who interacts with whoever is already seated. Characters cycle on and off the bench, creating a parade of brief encounters. The game rewards strong character initiations and the ability to build a relationship quickly.
- Character Dial-Up
Character Dial-Up is a scene game in which a performer's character traits can be dialed up or down in intensity by the host or audience, as though adjusting a volume knob. At low settings the trait is barely perceptible; at maximum it overwhelms everything else. The game trains performers to modulate character choices across a wide range.
- Character Swap
Character Swap is a scene game in which performers exchange characters mid-scene, each adopting the other's physicality, voice, and emotional state. The swap reveals how well players have been observing their partners and tests the ability to sustain someone else's character work. The game rewards careful listening and physical attention.
- Character Switch
Character Switch is a scene game in which a caller signals performers to rotate characters, each inheriting the role of the player to their left or right. Unlike Character Swap, which involves a single exchange, Character Switch cycles all characters simultaneously. The game demands close observation and the ability to pick up another performer's character instantly.
- Chivalrous Couples
Chivalrous Couples is a scene game in which pairs of performers compete to outdo each other in exaggerated courtesy, generosity, or romantic devotion. The escalation of politeness creates comedy as characters sacrifice increasingly absurd things for their partner. The game trains heightening and the art of one-upping with agreement rather than conflict.
- Cloud Atlas
Cloud Atlas is a long-form narrative game in which an ensemble builds multiple storylines across different time periods or settings, connected not by shared plot but by shared thematic resonance. Performers track parallel narrative threads, each carrying a version of a central image or emotional truth, allowing meaning to emerge from pattern and echo rather than linear causation.
- Cocktail Party
Cocktail Party is a multi-scene ensemble exercise and game in which several pairs of performers simultaneously engage in separate conversations at an imagined social gathering. The overlapping dialogues create a rich, layered environment in which performers must maintain their own character and scene while tracking the conversations happening around them. As connections emerge between the separate conversations, performers weave themes, characters, and references across the pairs. The game trains ensemble awareness, the ability to sustain a character in the background, and the skill of recognizing shared themes and patterns across simultaneous scenes. As described in Truth in Comedy, the Cocktail Party allows performers to explore the value of connections in improvisation.
- Columns/pillars
Columns/Pillars is a scene game in which two or more simultaneous scenes share the stage, separated by imagined walls or columns. Players switch between scenes, and thematic or verbal connections between them emerge organically. The structure rewards performers who listen across scenes and find resonant parallels.
- Coming Home
Coming Home is a scene game built around the dramatic premise of a character returning to a familiar place after an absence. The emotional weight of homecoming, the tension between memory and present reality, and the specifics of what has changed during the absence provide natural dramatic material without requiring an external gimmick. The game rewards grounded, emotionally honest performance, attention to the physical details of place, and the ability to build a relationship through discovered information rather than predetermined plot. Coming Home demonstrates that strong improv scenes emerge from simple, emotionally resonant premises.
- Commercial
Commercial is a short-form game in which performers create an improvised television commercial for a product, service, or concept suggested by the audience. The team must invent a brand name, slogan, testimonials, jingle, and sales pitch within seconds, coordinating as an ensemble to produce a polished, high-energy advertisement. The game rewards rapid group agreement, heightening, and the ability to build a shared comedic premise collectively. Commercial demonstrates the improv skill of establishing a strong group mind: the entire ensemble must commit to the same reality and tone without explicit negotiation.
- Commercial Capers
Commercial Capers is a performance game in which players create spontaneous advertisements for fictional products, combining exaggerated sales tactics with improvised scenarios. The game builds confidence in public presentation and rewards creative collaboration under time pressure. It works well as both a workshop exercise and an audience-facing performance piece.
- Complaint Letter
Complaint Letter is a short-form game in which a performer delivers an increasingly overwrought letter of complaint, often composed from audience suggestions. The letter escalates in specificity, emotional intensity, and absurdity as it progresses, culminating in an outrageous demand. Supporting performers may act out the events described or respond as arbiters of the grievance.
- Complaints Department
Complaints Department is a scene game in which one performer staffs a customer service desk while others present increasingly unusual, impossible, or escalating grievances. The desk representative must take each complaint seriously, respond with bureaucratic procedure, and attempt to resolve or acknowledge each case, while the complaints become progressively more surreal.
- Conducted Story
Conducted Story is a performance game and exercise in which a conductor points to different performers in a line, each of whom must continue a collaborative story from exactly where the previous speaker stopped. The conductor controls pacing, speaker changes, and dramatic rhythm by pointing rapidly or slowly between performers. Switches can occur mid-sentence, mid-word, or at natural pauses, forcing performers to listen with total attention and maintain narrative coherence under pressure. As noted in Truth in Comedy, Conducted Story is one of the foundational exercises for developing the ability to stay in the moment rather than planning ahead.
- Confessions
Confessions is a scene game in which one or more characters reveal secrets, admissions, or hidden truths to another character or directly to the audience. The inherent vulnerability and dramatic stakes of confession provide strong emotional fuel without requiring an external gimmick. The game trains performers in emotional honesty, the ability to let a revelation land with appropriate weight, and the skill of responding authentically to unexpected information. Confessions rewards patience and specificity: the power of a confession comes from the details, not from the volume or melodrama of the delivery.
- Consciences
Consciences is a scene game in which each main character has an additional performer who voices their conscience, offering moral guidance, warnings, or temptations. The tension between a character's desires and their conscience creates layered comedy and dramatic irony. The game is closely related to Alter Ego but frames the inner voice as a moral authority.
- Continuing Emotions
Continuing Emotions is a scene game in which performers cycle through a series of emotional states at the direction of a caller. Each emotional shift must be justified within the scene's reality rather than simply displayed, with characters finding a reason to feel the new state given what has just happened. The game trains emotional range, commitment, and the ability to sustain scene logic through rapid change.
- Continuing Styles
Continuing Styles is a scene game in which the performance style shifts at the host's command, moving through genres such as film noir, soap opera, Shakespeare, or horror. Performers must maintain the scene's established reality while instantly translating every element -- dialogue, physicality, relationships, and emotional stakes -- into the new style.
- Countdown
Countdown is a short-form game and exercise in which performers replay a scene in progressively shorter time limits, compressing the action from several minutes down to seconds. Each repetition demands sharper editing, bolder physical choices, and more efficient storytelling as the available time shrinks. The game reveals the essential beats of a scene by forcing performers to strip away everything nonessential, leaving only the core moments that drive the narrative. Countdown demonstrates that the emotional truth of a scene can survive extreme compression, and that clarity improves when performers are forced to prioritize.
- Crabtrees Conundrum
Crabtree's Conundrum is a scene game in which a character finds themselves in an escalating predicament that grows more absurd with each attempted solution. The game rewards the commitment to solving the problem within the scene's established rules, creating comedy through the gap between the character's sincere efforts and the compounding impossibility of their situation.
- Creature Comforts
Creature Comforts is a scene game inspired by the documentary interview format in which performers play animals or everyday objects being interviewed about the conditions of their lives. The deadpan documentary framing allows performers to make heightened physical and vocal character choices while commenting on recognizably human preoccupations through the indirection of a non-human perspective.