Games

Games and warm-ups

Pick by what your group is failing at, not by what everyone enjoys. Every entry says what it actually trains.

Suggested sets Suggested warm-ups Crowd favorites Great for beginners Listening clinic Scene surgery Harold night

Filter All Warm-ups Agreement and listening Scene work Short-form games Group and opening games

Sort By category A–Z Shortest first Fewest players

Warm-ups

  • 5 or more players · 3–5 minutes

    Zip Zap Zop

    A circle warm-up in which a clap and a word are passed by direct eye contact, accelerating until it collapses.

  • 5 or more players · 3–4 minutes

    Pass the Clap

    Two players clap in perfect unison, then the clap travels around the circle. Simultaneity matters more than speed.

  • 4 or more players · 5–10 minutes

    Count to Twenty

    The group counts to twenty aloud with no order and no plan. Two voices at once means starting again.

  • 2 or more players · 5 minutes

    Mind Meld

    Two players say a word simultaneously, then keep saying words suggested by both previous words until they land on the same one.

  • 5 or more players · 5–8 minutes

    Red Ball

    Imaginary objects with names, weights and sizes are thrown around a circle, each one confirmed aloud on receipt.

  • 5 or more players · 4–6 minutes

    Sound Ball

    An imaginary ball is thrown with a sound attached; the catcher repeats the sound exactly, then throws with a new one.

  • 4 or more players · 6–8 minutes

    What Are You Doing?

    One player mimes an activity while naming a completely different one, which the next player must then mime.

Agreement and listening

  • 4 or more players · 5 minutes

    Yes, Let's

    Anyone proposes an activity, the whole group shouts "yes, let's!" and immediately does it with their whole body.

  • 3 or more players · 8–10 minutes

    One Word Story

    A group tells a single coherent story contributing one word each, with no pauses and no ungrammatical sentences.

  • 2 at a time players · 15–20 minutes

    Three-Line Scenes

    Scenes exactly three lines long, run in rapid succession, to isolate the moment a scene becomes about something.

  • 3 players · 10 minutes

    Gibberish Translation

    One player speaks only gibberish, a second translates, and a third responds normally.

  • 2 players · 6–8 minutes

    Mirror

    Two players move in perfect unison with neither leading, so an observer cannot tell who initiates.

Scene work

  • 4 or more players · 15 minutes

    Status Cards

    Players wear an unseen playing card on their forehead and are treated by everyone else according to its value.

  • 2 players · 10–12 minutes

    Emotional Replay

    The same scene, with identical dialogue, replayed under different dominant emotions.

  • 1 at a time players · 10 minutes

    Building the Room

    A single performer establishes an entire room through object work alone, with no dialogue, and the group afterwards describes what they saw.

  • 2 plus a coach players · 12–15 minutes

    The Ding

    A coach rings a bell on any weak, hedged or evasive line, and the player must instantly replace it.

  • 5 or more players · 12–15 minutes

    Tag Run Drill

    A pattern is established in a two-person scene, then tagged repeatedly to produce eight or more escalating instances of the same idea.

Short-form games

  • 4 or more players · 8–10 minutes

    Freeze Tag

    Anyone may freeze a scene, replace a player in their exact position, and justify that position with an entirely new scene.

  • 2 at a time, 4 or more in rotation players · 4–6 minutes

    Questions Only

    A scene in which every single line must be a question. Anything else eliminates the player.

  • 4 players · 6–8 minutes

    Party Quirks

    A host must guess the audience-supplied peculiarity of each guest arriving at their party.

  • 2 players · 5–6 minutes

    Alphabet Game

    A scene in which successive lines begin with successive letters of the alphabet.

  • 4 or more players · 4–5 minutes

    World's Worst

    Given a category, players step forward one at a time to deliver the worst conceivable example in a single beat.

  • 3 players · 6–8 minutes

    Sit, Stand, Lie Down

    Three players perform a scene in which one must always be sitting, one standing and one lying down.

  • 4 or more plus a conductor players · 6–8 minutes

    Story Story Die

    A line of players tells one story, each speaking only while pointed at, and eliminated for hesitating or repeating.

  • 2 or 3 players · 5–7 minutes

    Two-Headed Expert

    Two players share a single character, speaking one word each, while a third interviews them about their field of expertise.

  • 2 or more players · 8–10 minutes

    Genre Replay

    A scene is played once straight, then replayed in different genres called out by the host or audience.

  • 4 players · 8–10 minutes

    Late for Work

    A player who left the room must discover, from mimed clues, the three reasons the audience decided they were late.

Group and opening games

  • 4 or more players · 6–8 minutes

    Pattern Game

    From one suggestion, the group speaks free associations aloud, building chains of words and images with no scenes.

  • 4 or more players · 8–10 minutes

    Invocation

    The group explores a single word in escalating stages, from third-person description through to speaking as the thing itself.

  • 4 or more players · 5–6 minutes

    Group Monologue

    The whole group speaks as a single first-person narrator, one sentence at a time, telling one continuous account.