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.

Structure

Setup

  • Put roughly six to eight players onstage together.
  • Get a suggestion for an ordinary product with an unusual quality.
  • Start a short time frame right away so the group has to build in motion.

Core Build

  • The group first agrees on what the product is.
  • From there, they build the campaign piece by piece.
  • Common campaign elements in the documented versions are:
    • product name
    • package design
    • slogan
    • spokesperson
    • jingle

How The Round Moves

  • One player offers part of the campaign.
  • The next player does not replace it. They add to it.
  • The ensemble keeps stacking details until the campaign feels usable enough to present.
  • The round usually ends in a performed commercial rather than in open brainstorming.

What Makes It Work

  • Speed matters because it prevents the group from debating every choice.
  • The product premise should be specific enough to inspire images, not so vague that the group has nothing to play.
  • The strongest rounds keep turning discussion into performance. If the group only talks about the ad instead of showing it, the game stalls.

Common Variations

  • a shorter thirty-second spot instead of a longer pitch
  • a harder time limit for advanced groups
  • an idea-pitch version where the group sells the product to investors instead of to consumers

When To Stop

  • Stop when the group has delivered a full commercial with a clear product identity.
  • Stop earlier if the room gets trapped in discussion and needs a reset toward performance.

How to Teach It

Objectives

  • train total agreement under pressure
  • teach players to add instead of replace
  • make group support visible
  • push brainstorming into playable action

How To Explain It

Your job is to invent a ridiculous product and sell it like it already belongs in every store. Accept what gets offered, add the next useful piece, and keep building until the room can see the finished ad.

Teaching Notes

  • Start with a product premise that is concrete enough to picture right away.
  • Keep the campaign elements visible to the room so the group knows what still needs to be built.
  • Coach players to say yes in behavior, not just in words. If they love an idea, they should perform as if they love it.
  • Move the group out of talk and into demonstration as soon as enough material exists.

Pressure Points To Coach

  • One player becomes the head writer and everyone else starts following. Why it matters: the game stops training ensemble agreement and turns into support for one person's choices.
  • The group debates whether an idea is good. Why it matters: debate kills the pace that makes the exercise useful.
  • Players keep describing the product but never show the ad. Why it matters: the audience sees process instead of payoff.
  • The group freezes at the jingle. Why it matters: they start chasing quality instead of committing to the shared impulse.

Notes That Appear Directly In Source Material

  • Truth in Comedy identifies Ad Game as a Del Close special used to teach "Yes, And."
  • The documented build includes a product name, package design, slogan, spokesperson, and jingle.
  • Keefe's applied-improv version keeps the same fast collaborative build while using the exercise with small groups at work.

How to Perform It

One-Line Audience Intro

Name a product nobody has invented yet, and watch this group sell it like it should already be in every store in America.

Playing Notes

  • Commit to the campaign as if it is obviously brilliant.
  • Let the commercial happen as soon as the core pieces are there.
  • Support the emerging spokesperson instead of fighting for equal spotlight in every beat.
  • Treat the jingle as the payoff, not as a musical exam.

Staging Notes

  • Keep the ensemble close enough that ideas can pass quickly.
  • Step into product demonstrations and spokesperson moments clearly so the audience can read the shift.
  • If the ad needs a package reveal, show it physically instead of only talking about it.

When To Wrap It Up

  • End once the audience has seen the product, the sales angle, and the campaign identity.
  • Do not keep extending the commercial after the best laugh or strongest jingle landing.

Variations

Known variants of Ad Game with distinct rules or structure.

The Ad Game

The Ad Game is a short-form game in which performers create improvised television commercials for audience-suggested products, complete with jingles, slogans, and testimonials. The game rewards bold salesmanship, quick creative thinking, and the ability to find a comedic angle on any product or concept.

In Applied Settings

In applied-improv settings, Ad Game works because it turns abstract collaboration into a visible shared build. A team has to take one rough idea, accept contributions quickly, and move from brainstorming to a presentable pitch without letting criticism shut the process down too early.

For workplace groups, the exercise can surface familiar team habits. Some people over-control the idea. Some stay passive until the room feels safe. Some evaluate too early and drain momentum. Others help the group move by taking an offer seriously and giving it the next useful layer. That makes the debrief practical: the facilitator can connect the round back to meetings, campaign planning, product ideation, or any group task that depends on fast collaborative development.

The applied versions in the current source base frame the exercise less as comedy training and more as a way to practice creativity, shared ownership, and group agreement. In that setting, the real lesson is not whether the ad is funny. It is whether the group can build something together without stalling, denying, or waiting for one perfect idea to rescue the room.

History

The archive's strongest source for Ad Game is Truth in Comedy (1994), which identifies it as a Del Close special and uses it to teach the agreement principle at the center of Chicago long-form training. Later sources show the game traveling beyond pure stage training. Stephen Keefe documents an applied-improv workplace variation under the name "Imaginary Ad Game," and The Applied Improvisation Mindset points back to Del Close's Ad Game as a useful exercise for group agreement. That record supports a clear through-line: the game starts as a Del Close teaching tool and then gets reused in applied and educational contexts because its collaborative mechanics transfer easily.

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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.

The Ad Game

The Ad Game is a short-form game in which performers create improvised television commercials for audience-suggested products, complete with jingles, slogans, and testimonials. The game rewards bold salesmanship, quick creative thinking, and the ability to find a comedic angle on any product or concept.

Props

Props is a short-form game in which teams of performers are given unusual objects and must quickly create as many comedic uses for them as possible. Each use is presented as a brief sketch or visual gag. The game was a signature element of Whose Line Is It Anyway and rewards speed, creativity, and physical commitment to absurd transformations.

What Happens Next

What Happens Next is a game in which performers build an improvised story or scene through a series of offers, with a coach or host prompting each new development by asking "What happens next?" Each offer is accepted, echoed, and built upon before the next prompt arrives. The game trains offer acceptance, narrative momentum, and the collective instinct to advance rather than stall a story.

How to Reference This Page

APA

The Improv Archive. (2026). Ad Game. Retrieved March 17, 2026, from https://improvarchive.org/games/ad-game

Chicago

The Improv Archive. "Ad Game." The Improv Archive, 2026. https://improvarchive.org/games/ad-game.

MLA

The Improv Archive. "Ad Game." The Improv Archive, 2026, https://improvarchive.org/games/ad-game. Accessed March 17, 2026.

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