Archive · 425 entries · Page 3 of 5
Improv Games
Short-form games and scenic challenges for performance and practice.
H2
- How We Met
How We Met is a scene game in which two characters tell the story of how they first met, often contradicting each other or revealing conflicting versions of events. The game builds relationship history in real time and creates comedy through competing narratives. It rewards strong character choices and attentive listening.
- Human Props
Human Props is a short-form game in which audience volunteers are used as physical props within a scene, shaped and positioned by the performers to serve as furniture, doors, vehicles, or other objects. The game creates comedy through the awkwardness and absurdity of using real people as inanimate objects. It is a staple of audience-participation shows.
I12
- Id
Id is a scene game in which a performer's unfiltered subconscious desires are voiced by a second player, creating a running commentary of primal wants beneath the surface dialogue. The tension between polite conversation and raw impulse generates comedy and dramatic irony. The game highlights the gap between social behavior and inner life.
- Instagram Slide Show
Instagram Slideshow is a scene game in which performers present a slideshow of imagined social media posts -- each one a frozen tableau or brief enacted moment -- while another player provides commentary in the style of a social media caption, voiceover, or live reaction stream. The game reflects contemporary digital culture and the gap between curated online presentation and actual lived experience. It rewards visual clarity, the ability to capture a moment in a single frozen image, and the comedian's skill of finding the gap between caption and content.
- Instruction Manual Die
Instruction Manual Die is a scene game in which performers consult a fictional instruction manual for guidance during a crisis, task, or unfamiliar situation, reading aloud the manual's absurd, contradictory, or incomprehensible instructions and attempting to follow them. The game creates comedy through the gap between the manual's assumed authority and its complete uselessness in the actual situation. The game rewards confident delivery of nonsensical directions and commitment to following instructions that cannot possibly help.
- Interloper
Interloper is a scene game in which an uninvited character inserts themselves into a situation where they do not belong. The tension between the interloper's presence and the other characters' reactions drives the scene. The game rewards bold initiation and the ability to justify an outrageous entrance.
- Interpretation for the Deaf
Interpretation for the Deaf is a performance game in which one player delivers a speech, presentation, or scene narration while another provides increasingly expressive and divergent sign language interpretation. The interpreter's physical commentary develops a parallel narrative that may amplify, contradict, or heighten what the speaker is saying. The game rewards physical creativity, comic timing, and the ability to find performance opportunities in the gap between the spoken and the signed.
- The Interrogation
The Interrogation is a scene game structured as a police questioning, with one player as detective and another as suspect. The interrogation format provides built-in tension, power dynamics, and the need to extract or conceal information. The game rewards strong status play and the ability to build suspense through dialogue.
- Interview Switch
Interview Switch is a scene game in which the roles of interviewer and interviewee suddenly reverse mid-conversation. The performer who was asking questions is now answering; the performer who was answering is now asking. The power shift catches both performers off guard and changes the scene's relational dynamics in an instant. The game trains the ability to adapt to a changed status dynamic, to find and occupy a new position in a relationship immediately upon the reversal.
- Invisibility
Invisibility is a space work exercise and game in which one performer becomes invisible to the other characters in the scene. The invisible performer interacts with the environment and the other players, who cannot see them but must respond to the physical consequences of the invisible character's actions. The exercise trains object permanence, spatial consistency, and the discipline of honoring what has been established in the scene's physical world. It builds the ensemble's ability to maintain a shared reality that includes elements they cannot directly perceive.
- Irish Drinking Song
Irish Drinking Song is a musical performance game in which the cast creates an improvised song in the style of a rousing pub ballad, with performers contributing one line at a time in rotation to a fixed AABB rhyme scheme and a predictable musical structure. The game is designed to be accessible to non-singers: the structure does most of the work, and the challenge is rhyming ability and the ensemble's capacity to construct a coherent verse collaboratively under the rhythm's forward momentum.
- Is It Is It Wiki’d
Is It Is It Wiki'd is a meta-game in which performers attempt to determine whether an audience suggestion is real or invented by checking its plausibility against their collective knowledge and confident speculation. The game blurs the line between genuine expertise and authoritative invention. It rewards the ability to sound convincing regardless of actual knowledge and to construct a plausible-sounding consensus position from whatever material the ensemble can collectively generate.
- Is There Any More?
Is There Any More? is a scene extension technique and game in which the host or audience prompts performers to continue exploring a scene or relationship after it appears to have reached its natural conclusion. The prompt forces performers to find new layers, new complications, or new dimensions beneath what seemed complete -- discovering that a scene's apparent end was not its real end. The technique trains the ability to mine depth from a premise that could easily be treated as finished.
- It's My Party
It's My Party is a scene game built around a birthday party or celebration in which the host's attempts to maintain control are disrupted by increasingly chaotic guests. The social expectations of party behavior create a framework for escalating disorder. The game rewards strong character choices and the comedic principle of maintaining composure under duress.
J3
- Jeopardy
Jeopardy is a short-form game modeled on the television quiz show format, in which performers provide improvised questions to audience-supplied answers. The reversed format (answer first, then question) demands quick thinking and the ability to construct comedic setups from arbitrary punchlines. A host manages the game board and selects categories, while performer-contestants buzz in with their responses. The game rewards wit, timing, and the ability to find unexpected connections within the quiz show framework.
- Job Interview
Job Interview is a scene game in which one or more performers audition for a position while endowed with secret traits, habits, or identities that the interviewer must guess. The interview setting provides built-in status dynamics, clear stakes, and a familiar social ritual that audiences instantly recognize. The game rewards clear character physicalization, the ability to embed clues through behavior rather than exposition, and the comedy that emerges when inappropriate qualities collide with a formal setting.
- Junior Psychiatrist
Junior Psychiatrist is a short-form guessing game in which a performer plays the role of a novice psychiatrist attempting to diagnose a group of patients who share a hidden behavioral pattern. The group performs scenes and interactions while displaying the pattern; the psychiatrist must identify what connects their behavior through observation and inquiry. The game rewards deliberate clue-laying from the group and active deductive reasoning from the psychiatrist.
K2
- Krypton Factor
Krypton Factor is a short-form game named after the British television game show of the same name, in which performers are challenged to reproduce or complete a complex sequence of physical movements, words, or actions with precision after observing them once. The game rewards close attention, recall under pressure, and the willingness to commit to a remembered pattern even when confidence is incomplete.
- Kurosawa
Kurosawa is a scene game played in the style of director Akira Kurosawa's samurai films, emphasizing dramatic pauses, formalized physical movement, intense emotional gravity, and epic visual composition. The heightened genre conventions provide strong guardrails for committed performance. Every gesture is deliberate, every silence charged, and every movement carries the weight of consequence. The game rewards physicality, patience, and the ability to sustain dramatic tension through restraint rather than acceleration.
L7
- Last Letter Scene
Last Letter Scene is a hybrid game and exercise in which each line of dialogue must begin with the last letter of the previous line. The constraint forces performers to listen with acute precision -- not to the general content of what is said but to the exact final sound of each utterance -- while maintaining scene coherence, character, and forward momentum simultaneously.
- Last Line
Last Line is a scene game in which the audience provides a line of dialogue that must serve as the final words of the scene. The performers build a narrative that makes the predetermined ending feel inevitable and earned rather than forced. The game trains the ability to reverse-engineer a story toward a fixed conclusion, developing narrative instinct and the skill of planting details early that pay off at the end. The audience's awareness of the destination creates dramatic irony and anticipation throughout the scene.
- Late for Work
Late for Work is a short-form guessing game in which one performer must figure out why they are late for work from clues provided by colleagues who already know the secret reason. The workplace setting is familiar and the guessing mechanic is accessible for audiences. The game rewards clear physical and behavioral clues from the endowing players.
- Little Voice
Little Voice is a scene game in which one performer provides a running internal monologue for another performer's character, speaking the private thoughts aloud while the character plays the scene with a different outward presentation. The technique adds psychological depth by externalizing what the character would never say. The gap between the inner voice and the outer behavior creates comedy, dramatic irony, and character complexity. The game trains performers to play with subtext and demonstrates how much scene work depends on the difference between what characters think and what they reveal.
- Lost Friend
Lost Friend is a scene game or warm-up in which a player searches for a lost friend by describing them to strangers in increasingly specific or absurd detail. The exercise trains detailed character description and the ability to paint a vivid picture of someone who is not present. It builds the verbal specificity that makes scene work compelling.
- Lounge Singer
Lounge Singer is a musical performance game in which a performer adopts the persona of a Vegas-style lounge entertainer and sings improvised songs about topics suggested by the audience. The exaggerated showmanship of the lounge act provides a strong character framework for musical improvisation: the performer can address the audience directly, banter between songs, and treat every topic with the same overblown sincerity. The game rewards vocal confidence, the ability to write lyrics in real time, and the commitment to maintain a larger-than-life persona throughout the performance.
- Love Hearts
Love Hearts is a short-form game in which performers play scenes centered on declarations of affection, romantic overture, or emotional vulnerability -- typically with an audience-assigned relationship, scenario, or emotional constraint that shapes how the love or longing is expressed. The game explores the comedic and dramatic possibilities of performed emotional sincerity and the contrast between what characters feel and the circumstances in which they must express it.
M29
- Mafia
Mafia is a social deduction game in which players are secretly assigned roles as either mafia members or innocent townspeople. During night rounds, the mafia silently selects a player to eliminate. During day rounds, the surviving group debates and votes to remove a suspected mafia member. The game develops skills in reading group dynamics, persuasion, deception detection, and the ability to maintain a role under pressure. Mafia is widely used as a social warm-up and trust-building exercise in improv training and applied improvisation contexts.
- Make More Interesting
Make More Interesting is a hybrid game and directing exercise in which a director or facilitator watches a scene and, at any point, stops the performers and asks them to replay the most recent moment -- the same beat, the same content -- but made more interesting. The request does not define what "more interesting" means; performers must find a more specific, more committed, more unexpected, or more resonant version of what they just did, discovering through the iteration what raised the scene's quality.
- Malapropism
Malapropism is a short-form game in which performers play a scene while deliberately substituting incorrect but similar-sounding words for the intended ones. The audience enjoys the comic confusion that results from the mangled language, while the scene partners must stay committed to the reality of the conversation. The game trains verbal dexterity and the ability to maintain scene logic under an absurd constraint.
- Marriage Counsel Endowment
Marriage Counsel Endowment is a short-form game in which two performers play a couple seeking marriage counseling, while a third performer plays their therapist -- but with a twist: the couple has been endowed by the audience with specific secret traits, relationship problems, or behavioral patterns that the therapist must identify through the counseling session. The game combines the endowment mechanic with relationship scene work and the guessing-game structure of therapeutic inquiry.
- Marshmallow Mania
Marshmallow Mania is a short-form physical game in which performers incorporate an agreed imaginary or real marshmallow into a scene or sequence of physical challenges, building a comedic experience around the material properties and behavioral associations of marshmallows -- their softness, stickiness, resistance, and capacity for transformation. The game rewards physical specificity, commitment to the imaginary object's reality, and the ensemble's willingness to play with food-based physical comedy.
- Master Servant Disaster
Master Servant Disaster is a short-form status game in which three performers play a fixed hierarchy -- a master, a servant, and a source of chaos or disaster -- and the scene explores how the hierarchy is maintained, subverted, and disrupted by each character's specific role. The game rewards precise status differentiation, with the servant navigating between deference to the master and creative management of the disaster, while the disaster element continuously upends the established order.
- Meanwhile
Meanwhile is a short-form game in which multiple scenes run in parallel, connected by the transitional word that gives the game its name. When a player or host calls the transition, the current scene freezes and a new scene begins in a different location, time period, or context. The game trains performers in quick context-switching, scene memory, and the ability to pick up a frozen scene exactly where it left off. Callbacks and connections between the parallel storylines elevate the game from a scene-switching exercise into a web of interlocking narratives.
- Mega Replay
Mega Replay is a short-form game in which a scene or series of scenes is replayed multiple times, each time in a dramatically different style, genre, or emotional register. The game demonstrates the ensemble's range and versatility by showing the same material transformed across radically different theatrical and comedic conventions -- from opera to thriller, from silent film to children's television -- rewarding specificity of style and the audience's recognition of each new frame.
- Melodrama
Melodrama is a genre game in which performers play a scene in the style of exaggerated theatrical melodrama, complete with a twirling villain, a noble hero, and a character in peril. The audience is encouraged to cheer the hero and boo the villain, creating an interactive performance dynamic. The game trains performers in broad physical and vocal choices, rewards full commitment to heightened emotional stakes, and demonstrates how genre conventions provide a shared framework that simplifies scene construction while amplifying entertainment value.
- Mind Meld
Mind Meld is a convergence exercise in which two players simultaneously say unrelated words, and the group then attempts to find a single word that connects the two. Players count down and speak at the same time, narrowing toward a shared answer through successive rounds of association. The exercise trains group mind, lateral thinking, and the trust required to commit to a choice without hesitation.
- Mix Tape
Mix Tape is a short-form game in which performers play scenes that shift between different emotional registers, musical genres, or tonal modes as if a host is rapidly flipping through tracks on a mix tape. Each shift is immediate and total: performers must transition from the warmth of a pop ballad to the intensity of a heavy metal scene to the wistfulness of a folk song without lag or negotiation, creating a fast-paced ensemble exercise in tonal range and rapid transformation.
- Mix and Match
Mix and Match is a character and scene game in which performers combine disparate audience-suggested traits, occupations, scenarios, or styles into a single scene. The game takes two or more elements that do not naturally belong together and challenges the performers to find coherent logic within the absurd combination. A brain surgeon with a fear of blood, a cowboy at a ballet class, or a romantic comedy set in a submarine: the game rewards specificity, commitment, and the ability to ground heightened premises in recognizable human behavior.
- Monologue Thief
Monologue Thief is a hybrid game and exercise in which one performer delivers a monologue and a second performer -- the thief -- intercepts lines, phrases, or images from the monologue and builds them into their own parallel or transforming monologue. The exercise trains active listening at the level of specific language rather than general meaning, and develops the ability to receive and immediately transform material offered by a scene partner into new creative output.
- More or Less
More or Less is a short-form game in which the audience or a director calls out "more" or "less" during a scene, instructing performers to intensify or diminish a specific element of their performance. Players must adjust their energy, emotion, physicality, or character choice on command, calibrating their performance in real time. The game trains responsiveness to external direction and teaches performers that every choice exists on a spectrum that can be dialed up or down. It also demonstrates to audiences the mechanics of performance calibration, making the invisible craft visible.
- Motel
Motel is a short-form game set in a motel room where a succession of increasingly unusual guests check in one after another. Each new arrival brings a distinct character trait, problem, or situation that the existing occupants must accommodate or confront. The single room becomes a pressure cooker as incompatible characters are forced to share the space. The game rewards strong character entrances, the ability to build comedic chaos through accumulation, and the ensemble skill of managing an increasingly crowded stage.
- Mother Goose
Mother Goose is a short-form game in which performers improvise scenes based on nursery rhymes or fairy tales, often with an adult or contemporary twist. The audience may suggest which rhyme to dramatize. The game trades on the contrast between familiar childhood material and the unexpected directions improvisation can take.
- 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.
- Mousetraps
Mousetraps is a slapstick performance game in which the stage is covered with spring-loaded mousetraps and two blindfolded performers must navigate the space barefoot while playing a scene. The anticipation of stepped-on traps and the performers' genuine reactions drive the comedy. The game is a spectacle piece that rewards physical bravery and the ability to stay in scene under duress.
- Movie Cards
Movie Cards is a short-form game in which performers play a scene in the style of a specific film genre selected from a deck of cards -- or from a set of genre categories called by the audience or host. Each card introduces a new genre frame that immediately transforms the performers' physical, vocal, and emotional register. The game tests performers' genre fluency and their ability to transform the same or similar scene material through radically different cinematic conventions.
- Movie Director Interview
Movie Director Interview is a short-form game in which a performer plays a flamboyant, self-important, or idiosyncratic film director being interviewed about their latest project -- a project whose details are invented in real time, shaped by audience suggestions and the director's escalating creative claims. The game rewards confident, specific, absurdist invention delivered with the total conviction of an artist who believes every word they are saying.
- Movie Review
Movie Review is a short-form game in which performers act as film critics reviewing an improvised movie that the audience has just supposedly watched. Other players may flash back to key scenes as they are described. The game rewards strong opinion work, the ability to justify absurd plot points, and comedic chemistry between the reviewers.
- Mr so and So
Mr. So-and-So is a hybrid game and exercise in which one performer introduces a character -- "Mr. So-and-So" -- by physicalized description and behavioral endowment, and other performers must immediately embody and play that character according to the introduction. The exercise develops the ability to rapidly translate a described character into full physical and behavioral embodiment, and trains the group's capacity to all play the same character simultaneously with consistency and specificity.
- Murder Endowment
Murder Endowment is a short-form guessing game in which one player must determine the method, location, and motive of a fictional murder based on clues provided by the other performers. The endowed players act out increasingly obvious hints while maintaining the reality of their scene. The game generates comedy from the guesser's struggle to decode the clues.
- Murder Mystery
Murder Mystery is a long-form or short-form game in which the ensemble improvises a classic whodunit scenario, complete with a victim, suspects, clues, red herrings, and a dramatic reveal. The audience often suggests the victim, the setting, and the murder weapon, providing the raw material from which the ensemble constructs the mystery. The game demands careful narrative tracking, ensemble coordination, and the ability to plant information early that pays off in the final act. It rewards performers who can maintain the balance between genre fidelity and comedic invention.
- Murderer
Murderer is a social deduction game in which players move freely around a space while one secretly designated player eliminates others by winking at them. When a player receives a wink, they count silently to five and then perform a dramatic death. Surviving players attempt to identify the murderer before everyone is eliminated. If a player suspects the murderer's identity, they may make an accusation. A wrong accusation eliminates the accuser. The game sharpens observational awareness, rewards bold physical commitment in the death scenes, and builds ensemble energy through the combination of tension, deception, and theatrical dying.
- Musical Fairy Tale
Musical Fairy Tale is a short-form game in which performers create an improvised fairy tale complete with songs, using the conventions of the fairy tale genre -- a hero, a villain, a quest, magic, and a moral resolution -- as the narrative scaffold while musical improvisation provides the emotional punctuation, escalation, and comic commentary. The game rewards performers who can move fluently between the spoken storytelling register of the fairy tale and the sung emotional expression of its musical moments.
- My Movie My Movie My Movie
My Movie, My Movie, My Movie is a short-form game in which each performer simultaneously insists that the current scene is a scene from their specific movie -- narrating it, casting it, and interpreting every development through the lens of their own creative vision. The game creates comic friction from the collision of multiple incompatible narrative claims, each performer trying to make the same moment fit their entirely different film.
- My Vacation
My Vacation is a storytelling game in which a performer recounts an imaginary holiday using audience suggestions for destinations, mishaps, and encounters. The storyteller must weave each new detail into a coherent and entertaining narrative. The game exercises spontaneous narrative construction and audience interaction.
- Mystery Word
Mystery Word is a short-form game in which performers play a scene while one performer -- unbeknownst to the others -- has been given a specific secret word that they must work into the dialogue naturally and without drawing attention to it. The rest of the performers and audience try to identify when the mystery word has been successfully used, creating a dual layer of engagement: the scene itself and the detective puzzle of watching for the hidden word.
N9
- Narrator
Narrator is a short-form game in which one performer serves as an omniscient narrator who describes and directs the action while other players act out whatever is narrated. The performers must physicalize the narrator's words instantly, even when the descriptions become absurd, contradictory, or physically challenging. The game generates comedy from the tension between what is narrated and what the performers can actually do, and from the narrator's power to control the scene's reality with a single sentence. The game rewards quick physical commitment from the actors and creative, descriptive language from the narrator.
- Netflix & Chill
Netflix and Chill is a short-form game in which two performers play a scene set in the domestic context of watching a film or television program together, while the underlying tension of the scene is the gap between what the characters say they are doing and what they actually want. The game mines the rich comedic territory of subtext, awkward social negotiation, and the small rituals of informal intimacy.
- New Choice
New Choice is a short-form game in which a caller interrupts performers mid-scene by shouting "New Choice," forcing the last speaker to immediately replace their most recent line or action with something entirely different. The caller may fire multiple calls in rapid succession, pushing performers through a cascade of alternatives under pressure. The game trains verbal agility, commitment to offers, and the capacity to abandon choices without hesitation.
- Newsreader
Newsreader is a short-form game in which one performer plays a television news anchor delivering headlines while other players act out the reported stories in real time behind or beside them. The anchor may be unaware of the physical comedy happening nearby, or may react to it. The game rewards deadpan delivery, strong physicality, and the comic contrast between formal reporting and chaotic action.
- Nightmare
Nightmare is a short-form game in which performers improvise a surreal, dreamlike scene based on a real fear, anxiety, or story contributed by an audience member or fellow performer. The scene follows dream logic rather than realistic causality, permitting sudden shifts, symbolic imagery, exaggerated repetition, and uncanny atmosphere. The game rewards bold emotional commitment, physical specificity, and the ability to sustain theatrical unreality over several minutes.
- No P
No P is a short-form guessing game in which one performer must communicate an idea, tell a story, or answer questions without using any word that contains the letter P. The audience and host watch for violations, and the comedy arises from the performer's increasingly creative circumlocutions and the sudden, involuntary slips that reveal how deeply embedded common letters are in everyday speech.
- Non Sequitor
Non Sequitur is a hybrid game and exercise in which performers deliberately break logical connections between lines of dialogue, forcing each new statement to have no apparent relationship to the one before it. The exercise trains performers to let go of the need to make sense, builds comfort with absurdity, and paradoxically reveals how audiences will construct meaning even from disconnected material.
- Now You See Me
Now You See Me is a performance game in which one or more players must make themselves invisible to the scene while remaining onstage. The visible performers interact with the audience and each other while the hidden players find opportunities to affect the scene without being acknowledged. The game rewards stealth, timing, and creative physical choices.
- Nuclear Bomb Chicken
Nuclear Bomb Chicken is a short-form game in which two performers play a scene with escalating stakes, each daring the other to back down from an increasingly absurd or dangerous commitment. The game functions like a comedic game of chicken: both performers raise the stakes higher and higher until one breaks, creating a climactic moment of surrender or mutual destruction.
O12
- Objects
Objects is an ensemble exercise and short-form game in which players use their bodies to form the physical shape of an audience-suggested object. Players enter one at a time, each adding themselves to the growing sculpture until the group collectively represents the object in physical space. The exercise builds spontaneous physicality, spatial awareness, and the ensemble skill of offering and accepting physical contributions without verbal negotiation.
- Occupation Endowment
Occupation Endowment is a short-form guessing game in which one performer is endowed with a specific occupation by the audience, and a second performer must discover what the occupation is through scene interaction. The endowing performer communicates the occupation through behavior, physicality, and contextual clues without ever naming it directly.
- Old Job New Job
Old Job New Job is a short-form game in which one performer plays a character in their current occupation while simultaneously being haunted by habits, skills, and reflexes from a completely unrelated previous career. The comedy arises from the collision of two incompatible professional worlds within a single person.
- One Eighty Five
185 (One Eighty Five) is a short-form joke game in which performers deliver a series of one-liner jokes that follow a fixed structure: "185 [blank] walk into a bar. The bartender says, 'We don't serve [blank] here.' The [blank] say..." followed by a punchline that puns on or plays off the subject's identity. The audience provides the subject, and multiple performers compete to deliver the best punchline.
- One Minute Life Story
One Minute Life Story is a hybrid game and exercise in which a performer condenses an entire fictional character's life -- from birth to death -- into a one-minute monologue delivered at high speed. The exercise trains rapid narrative construction, emotional range, commitment to characters across their full arc, and the ability to find the essential beats of a story under extreme time pressure.
- One Mouth
One Mouth is a game in which two performers stand close together and operate as a single character. One player provides the voice while the other provides the body and gestures, or both alternate control. The disconnection between voice and body creates physical comedy and demands intense coordination between the pair.
- One Voice
One Voice is a game and exercise in which two or more performers speak simultaneously, attempting to produce the same words at the same time without prior coordination. The group must listen intently and follow collective impulses rather than individual intention, producing coherent shared speech as a single entity. The game develops group mind, deep listening, and the capacity to surrender individual control to collective will.
- Oracle
Oracle is a short-form game in which one performer plays an all-knowing figure who answers audience questions with improvised wisdom, prophecy, or absurd pronouncements. Supporting performers may embody the oracle's visions or act as attendants and interpreters. The game rewards deadpan authority, pseudo-philosophical rhetoric, and the ability to make any response sound profound regardless of its content.
- Ordinary Scene Until Ridiculous
Ordinary Scene Until Ridiculous is a classroom exercise in which two performers receive a mundane scenario and play it as realistically as possible, deliberately avoiding attempts at comedy. The watching group cheers when something genuinely unusual or funny emerges organically from the grounded reality. The exercise trains improvisers to discover what is naturally absurd about a situation rather than forcing humor, building the foundational skill of finding the game of a scene through patient, honest scene work.
- Oscar Winning Moment
Oscar Winning Moment is a short-form performance game in which performers play scenes from fictional movies, with each performer assigned a specific reason their performance won an Oscar. At intervals during the scene, the host announces the category and the performer delivers that moment with maximum commitment. The game rewards fearless emotional investment and teaches performers that anything can provoke a genuine, heightened reaction when played with full conviction.
- Other Choice
Other Choice is a short-form host game in which a host interrupts performers mid-scene and prompts them to replace their most recent line or action with an alternative. Unlike New Choice, which accepts any substitution, Other Choice may impose a constraint on the replacement: the new choice must match a specified genre, emotional register, or style. The game tests verbal flexibility and the ability to generate alternatives under specific conditions.
- Overload
Overload is a short-form game in which one or two performers must manage multiple simultaneous scenes or conversations, switching between them on the host's cue. As additional threads are added, the performers' struggle to track and maintain each one becomes the primary source of comedy. The game tests rapid context-switching, the ability to sustain distinct emotional registers simultaneously, and physical composure under mounting cognitive pressure.
P24
- Pan Left
Pan Left is a short-form game in which the stage is divided into multiple locations, and a host calls camera directions to shift the audience's attention from one scene to another. Each scene freezes when the camera pans away and resumes when it returns. The game trains performers to maintain continuity across interrupted scenes and rewards strong callbacks.
- Pan Left Pan Right
Pan Left Pan Right is a short-form performance game in which four to six performers stand in a formation and rotate positions on the host's command, cycling between two or more simultaneous scenes. Each pair of downstage performers plays a different scene based on a separate audience suggestion. The host calls "Pan Left" or "Pan Right" to shift between channels, and each scene progresses across several short visits until all storylines reach a conclusion. The game trains quick establishment, scene memory, and the ability to maintain character through interruptions.
- Parallel Universe
Parallel Universe is a scene game in which performers play the same scene twice, but the second version takes place in an alternate reality where key details are different. The comedy comes from the contrast between the two versions and the ripple effects of a single changed variable. The game rewards precise recall of the original scene and inventive divergence.
- Park Bench
Park Bench is a short-form character game in which one performer sits on a bench while a series of characters enter one at a time, each with a distinct personality or objective. The seated player interacts briefly with each visitor before finding a reason to leave; the visitor then takes the seat and becomes the new resident, ready to react to the next arrival. The game rewards strong character entrances, rapid relationship establishment, and the ability to generate an exit.
- The Party
The Party is an improvisational game in which players take on character identities and interact at a simulated social gathering. In the most widely documented variant, each player is assigned a character they do not know (the identity is written on a card or otherwise concealed) and fellow guests drop subtle conversational hints to help the player deduce who they are. The game develops listening, subtext, and character awareness simultaneously.
- Party Quirks
Party Quirks is a short-form guessing game in which one performer plays a host welcoming guests to a party, each of whom has been secretly assigned a strange identity or behavioral quirk. The host must figure out each guest's quirk through interaction while the guests drop increasingly obvious clues. The game was popularized by Whose Line Is It Anyway and remains a staple of short-form shows.
- Peas in a Pod
Peas in a Pod is a scene game in which two performers must play characters who are extremely similar in personality, speech patterns, and worldview. The comedy arises from the pair's unified front and the challenge of maintaining interest without conflict. The game teaches performers to find the game within agreement rather than relying on opposition.
- Pecking Order
Pecking Order is a status exercise in which players are secretly assigned a numerical rank in a social hierarchy and must interact in scenes according to their position, treating those above them with deference and those below with authority. Observers attempt to determine the correct ranking from behavioral cues alone. The exercise develops physical and vocal markers of status and trains ensemble sensitivity to power dynamics.
- Penguin Chairs
Penguin Chairs is a physical warm-up game in which one designated player must waddle with locked knees to reach an empty chair while the rest of the group races to block them by sitting in that chair first. The movement restriction makes the penguin slower than everyone else, forcing the group to communicate and coordinate to keep blocking. The game builds spatial awareness, teamwork, and energy while lowering inhibitions through inherently silly physicality.
- Pet Peeves
Pet Peeves is a short-form game in which performers play scenes built around audience-suggested annoyances or irritations. The characters' pet peeves drive the conflict and provide a built-in source of escalation. The game rewards relatable specificity and the ability to find comedy in shared frustrations.
- Pillars
Pillars is a short-form game in which two or more players stand stock-still onstage as human pillars. Scene players perform a two-person scene, and whenever a scene player taps a pillar, that pillar delivers a random line of dialogue. The scene player must immediately accept and incorporate the line into the scene. The unpredictable verbal intrusions test the performer's ability to justify bizarre offers on the spot and maintain scene logic under pressure.
- Pillars/columns
Pillars/Columns is a variant of the Pillars game in which two or more performers serve as human columns that deliver random lines when touched by scene players. The scene players must seamlessly integrate each interjected line into the ongoing narrative. The game emphasizes justification skills and the ability to maintain scene coherence despite constant disruption.
- Ping Pong
Ping Pong is a two-scene game in which the action alternates between two separate scenes, spending a brief stretch in each before cutting to the other. The scenes may begin without apparent connection and gradually reveal shared themes, words, or situations. The game trains performers to maintain two distinct scene threads simultaneously and rewards moments of unexpected resonance between the two worlds.
- Ping Pong Ballad
Ping Pong Ballad is a musical improv game in which two performers or pairs alternate singing verses of an improvised ballad. Each side picks up where the other left off, maintaining the melody, rhyme scheme, and narrative thread while adding new developments to the story.
- Pockets
Pockets is a short-form game in which a performer reaches into their pockets, draws out real or mimed objects, and must immediately justify each item as meaningful to their character or the scene in progress. The game operates as a character monologue vehicle or a scene-redirecting mechanism. Each item found becomes evidence of who this person is, where they have been, and what they carry through the world.
- Poet Translator
Poet Translator is a short-form game in which one performer recites improvised poetry in gibberish or a mock foreign language while a second performer provides a simultaneous English translation. The comedy arises from the gap between the passionate delivery of the poet and the translator's interpretation of sounds, gestures, and emotional tone.
- Poetry Corner
Poetry Corner is a short-form game in which performers create improvised poems on audience-suggested topics, often in specific poetic styles or meters. The poems may be delivered solo or collaboratively. The game rewards linguistic playfulness, rhythmic awareness, and the ability to find genuine emotion within a comedic framework.
- Poetry Slam
Poetry Slam is a game in which performers deliver improvised poems with the passionate intensity of competitive spoken-word performance. The audience or a panel of judges scores each poem. The game rewards emotional commitment, vocal variety, and the ability to build a compelling arc within a short poetic form.
- Poison Arms
Poison Arms is a game in which a performer stands with their arms behind their back while another player reaches through from behind and provides the arms. The front performer speaks and acts while the person behind provides all the gestures, creating physical comedy from the disconnect between intention and execution.
- Pop-Up Book
Pop-Up Book is a narrative game in which performers illustrate an improvised story through frozen tableaux that pop into view page by page before springing briefly to life. A narrator or host advances the book one page at a time, and the ensemble builds a playful visual story with strong physical pictures. The game is family-friendly and rewards expressive group images as much as spoken storytelling.
- Presents
Presents is a short-form game and warm-up exercise in which players mime giving and receiving wrapped gifts. The recipient opens the imaginary package and enthusiastically identifies what is inside through physical reaction and commitment, while the giver must accept whatever the recipient names. The game trains object work, acceptance, and generous physical commitment to offers.
- Press Conference
Press Conference is a short-form game in which one performer plays a public figure fielding questions from other players acting as journalists. In the most common competitive variant, the central player is unaware of who they are portraying or what event they are addressing, and must deduce the situation from the questions while projecting confident authority. The game tests character commitment, subtext reading, and the ability to speak with conviction under uncertainty.
- Prop-aholic
Prop-aholic is a game in which performers use a collection of everyday objects as stand-ins for entirely different items, finding as many creative uses for each prop as possible. The comedy comes from the inventiveness and commitment with which players transform mundane objects. The game rewards quick lateral thinking and physical specificity.
- 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.