Take a Tour

Take a Tour is a game in which performers guide the audience through an imaginary location, improvising the details of the space as they narrate. The location accumulates specificity through the guide's descriptions and the reactions of the visitors being led through it.

Structure

Setup

The audience or facilitator suggests a location to be toured. The location should be unusual, specific, or absurd enough to generate interesting detail.

Beginning the Tour

One performer plays the guide. They step into the space and begin welcoming their visitors, establishing themselves as an authority on this location. Other performers may play visiting tourists or remain as audience.

Describing the Space

The guide describes what they see as they lead the tour. Each description adds detail to the location and commits the performer to a specific version of this place. The guide points out notable features, historical facts, and curiosities of the space.

Reactions and Questions

Visitors or audience members can ask questions about the space. The guide must answer without hesitation, continuing to build the location's reality. Every answer adds a new layer of detail that the guide is now committed to.

Escalation

As the tour progresses, the details can become more specific, more strange, or more emotionally revealing. The guide's relationship to the location often becomes the dramatic engine of the game.

How to Teach It

Objectives

Take a Tour develops specificity in description, the ability to commit to an invented reality, and the skill of building a believable world through accumulated detail rather than pre-planning.

How to Explain It

"You are leading a tour of this location. You know everything about this place. Describe it to us as we walk through it. Point out what is interesting, what is unusual, what has history."

Scaffolding

Before full tours, practice brief descriptions of invented rooms or objects. The skill of describing a specific imaginary thing with confidence and detail is the foundation of the full exercise.

Common Pitfalls

The most common issue is guides who describe in generalities rather than specifics. A guide who says "and here is the main hall" is less interesting than one who says "and here is the main hall where in 1987 the director of the institute tried to flush an accordion." Specificity is everything.

How to Perform It

Game Mechanics

Take a Tour rewards guides who develop a distinctive relationship with the location. A guide who clearly loves the space, is embarrassed by parts of it, or has complicated personal history with it creates richer comedy than one who simply describes neutrally.

Audience Interaction

The game works well with audience participation. Planting audience members who ask increasingly difficult or absurd questions forces the guide to commit to specific answers and escalates the game's stakes.

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How to Reference This Page

APA

The Improv Archive. (2026). Take a Tour. Retrieved September 28, 2026, from https://improvarchive.org/games/take-a-tour

Chicago

The Improv Archive. "Take a Tour." The Improv Archive, 2026. https://improvarchive.org/games/take-a-tour.

MLA

The Improv Archive. "Take a Tour." The Improv Archive, 2026, https://improvarchive.org/games/take-a-tour. Accessed September 28, 2026.

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