Superheroes

Superheroes is a short-form game in which performers play improvised comic book heroes assembling to address a world-threatening crisis. The first hero establishes the emergency and calls for help by naming the next hero's ridiculous or absurd power. That hero enters, applies their power, and calls the next, until a full team has assembled. The heroes then depart in reverse order, and the original hero resolves the crisis alone.

Structure

Setup

The audience suggests a crisis or catastrophe (or the host establishes one). One performer enters as the first superhero. The audience gives this hero a name. The format requires four to six performers.

Gameplay

The first hero surveys the crisis and attempts to address it alone, establishing the scope of the emergency. Finding the task beyond their power alone, they call for a partner: "I need help! Is there anyone out there with the power of..." The audience suggests the next hero's absurd ability. That performer enters, establishes their name and power, applies it to the crisis, then calls for the next hero in the same way.

This continues until all performers are onstage. At the peak of the assembled team, the heroes begin to leave in reverse order: the last hero to arrive exits first, having completed their task, followed by the second-to-last, and so on, until the first hero stands alone with the crisis.

The first hero, now alone with whatever has been established, resolves the situation using their own power. The resolution is typically absurd and brief.

Power Naming

The comic engine of the game is the absurd power application: a hero with the power of "excessive punctuality" or "the ability to speak only in questions" must find a way to apply that power to the crisis. The game rewards creative interpretation over literal execution: a hero does not need to solve the problem with their power so much as commit fully to using it.

How to Teach It

How to Explain It

"One person enters with a superhero name and a specific power. The next person enters, names the first hero's problem, and introduces their own power as the solution. We build a team one hero at a time. By the end, all heroes have been introduced and the world has been saved."

Objectives

Superheroes trains creative interpretation under constraint, commitment to absurd premises, and the structural skill of building to a full ensemble and returning to a solo. It also rewards physical and vocal specificity in character: each hero should have a distinct physicality that reflects their power.

Running the Game

Brief performers on the arc before the game starts. Players who don't know the structure will vary the departure sequence or attempt to resolve the crisis as a group rather than in reverse order. The game depends on everyone knowing the mechanic.

Coach the audience or host to offer powers that are specific and strange rather than generic. "Super strength" produces a dull hero; "the power of knowing exactly where everyone left their keys" produces a comic one.

Common Coaching Notes

  • "Apply your power. Whatever it is, find a way to use it specifically."
  • "Know why you're leaving before you leave."
  • "First hero: you resolve this alone. Whatever the team built, it's yours to close."
  • "Each hero's power should look different. Find the physical."

How to Perform It

The Absurd Power Principle

The game's comic engine is the gap between an absurd power and a genuine application of that power to the crisis. Heroes who ignore their power and simply help with the crisis directly abandon the game. Heroes who cannot find a way to apply their power and stand frozen have lost the game. The sweet spot is the creative, committed, specific application: how does excessive punctuality actually address the asteroid?

The application does not need to be logical. It needs to be committed. The audience accepts any application as long as the performer fully believes in it.

The Reverse Exit

The reverse exit sequence is often overlooked in training. Each exiting hero needs a reason to leave: they completed their task, they are needed elsewhere, their power is used up. The reason should be brief and specific, not vague. Heroes who drift off without a clear exit break the structure.

The Resolution

The first hero's solo resolution should be rapid and surprising. It has the most setup behind it and therefore the highest expectation. Short and committed beats long and explained.

Variations

Known variants of Superheroes with distinct rules or structure.

Super Heroes

Spacing variant of the Superheroes title.

History

Superheroes is associated with Whose Line Is It Anyway?, the British improvisational panel show (1988-1999) and its American adaptation (1998-2007), where it appeared frequently as an opening game. Judy Leep notes that on Whose Line the game operated as a joke format rather than a scene format.

Asaf Ronen attributes the exercise to Steve Wacker, documenting it as a structured activity used with school-age groups in which children name and then portray original superheroes. This pedagogical version emphasizes identity invention and confidence performance rather than the crisis-resolution arc of the short-form game.

Tom Salinsky documents the game's mechanic in The Improv Handbook as an audience-participation game structured around the escalation of arriving heroes and their reverse departure. The game also appears under alternate names: Bill Lynn references it as "Superheroes or Worst Nightmare" in Improvisation for Actors and Writers. Gay Grasberg documents a version called "Superheroes at the Gym" in Great Group Skits.

Worth Reading

See all books →

Related Games

Game-O-Matic

Game-O-Matic is a meta-improv game in which the audience suggests rules, constraints, or elements that are combined to create a brand-new game on the spot. The performers must figure out and play the invented game in real time. The game rewards adaptability and the ability to find playable structure in arbitrary constraints.

Good, Bad, Worst Advice

Good, Bad, Worst Advice is a short-form game in which performers offer three tiers of advice on an audience-suggested problem: sensible, questionable, and catastrophically terrible. The escalating absurdity creates a reliable comic structure, and the contrast between tiers generates the game's comedy. The game rewards calibrated comedic intensity -- each tier must be clearly distinct from the last -- and the ability to commit fully to advice that is increasingly outrageous.

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.

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.

Motivational Speaker

Motivational Speaker is a short-form game in which a performer delivers an improvised motivational speech on an audience-suggested topic, often with the help of other players who provide visual aids, physical demonstrations, or audience participation segments. The game combines public speaking with character work, as the performer creates and sustains a larger-than-life self-help persona throughout the presentation. The game rewards confident stage presence, commitment to absurd premises, and the ability to find genuine emotion and persuasive logic within comedic material.

How to Reference This Page

APA

The Improv Archive. (2026). Superheroes. Retrieved March 17, 2026, from https://improvarchive.org/games/superheroes

Chicago

The Improv Archive. "Superheroes." The Improv Archive, 2026. https://improvarchive.org/games/superheroes.

MLA

The Improv Archive. "Superheroes." The Improv Archive, 2026, https://improvarchive.org/games/superheroes. Accessed March 17, 2026.

The Improv Archive is a systemically maintained repository. The archive itself acts as the corporate author.