Naughty Bits Improv Game Book
Naughty Bits Improv Game Book
Naughty Bits Improv Game Book
Welcome to the NAUghty Bits Improv Game Book! This serves as a reference book
for improv games, exercises, and warm-ups, with descriptions of each game with instructions
and tips for performance or rehearsal. Think of this book like a script, but by no means does
it need to be followed. It can serve as a reference and source of ideas, but because improv is
always changing, don’t let it restrict you!
Theoretically, any person should be able to learn, play, teach, and lead each game
inside this book based on the book. The reader should be able to visualize how the games are
played, even with minimal improv experience. Hopefully this book can help both directors
and members to learn new games and work on specific skills.
However, as with any acting style, there are tons and tons of different variants for
each game. Games change beyond recognition, and that’s okay. This book isn’t meant to be a
set of rules, but instead a guideline or reference. Feel free to add new games when they are
learned or invented.
Just let go, and let your imagination go wild!
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Categories of Improv Games:
These are the categories which most improv games can be placed under. Variations on
games do allow less or more players, and these categories are very flexible. They only serve
to keep this Game Book organized so similar games are nearby to each other.
Warm-Up Games (Section 1)
o Intended to be played before a rehearsal or show. They help the players
prepare their bodies, voices, and minds for improv.
Two-Person Games (Section 2)
o Only played with two people. They are not played very often due to the fact
that it limits the number of participants, and they are mostly gimmick games.
Three-Person Games (Section 3)
o Played with three people. This allows enough people to participate, although
most are short-form or gimmick games.
Four-Person Games (Section 4)
o Mostly consist of guessing games or scene-work games. Helpful to rehearse
and allow for more participation.
Five+ Person Games (Section 5)
o Played with five or more people, but not everyone in a rehearsal or show.
Team Games (Section 6)
o Can technically be played with as few or as many people as desired. Most work
better with as many people as possible. This is also long-form improv.
Types of Games:
These are the types of game assigned to each game in the book.
Warm-Up: Games in which the group gets ready to improv!
Icebreaker: Games that help the group become more comfortable.
Elimination: Games in which players are eliminated when they lose.
Competition: Games in which players compete to be the winner.
Gimmick: Games that have little to no practical use but are fun to play.
Exercise: Rehearsal games that focus on only one skill.
Pun: These games depend on puns, word plays, and references in order to be played.
Musical: These games have an element of musicality required.
Scene: These games revolve around a scene that is played, sometimes more than once.
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Interactive: These games involve characters directly interacting with the audience.
Short-Form: Quick, rapid-fire scenes that aren’t always fully fleshed out.
Medium-Form: These games are a mix between short-form and long-form.
Long-Form: A long and interesting series of connected or related scenes, usually with
a lot of fleshed out characters and ideas.
Skills of Improv:
These are the skills that the games in this book can help with. Everybody excels with
some and can improve in others, but they all can be learned with practice. The letter in
parenthesis indicates the abbreviation for the skill. Games in the table of contents are listed
with the abbreviation, to make finding games based on certain skills easier.
Focus (F): Committing, being engaged, staying in character, and remembering things.
Communication (Co): Giving information to other people effectively.
Listening (L): Gaining information from what other people say or do. This includes
giving other people a chance to talk and contribute without steamrolling them.
Anxiety Handling (A): Handling nerves and stage-fright.
Energy (E): Being fun and outgoing, creating an entertaining and open atmosphere.
Creativity (Cr): Thinking quickly of unique ideas, and free associating. This also
includes making puns or rhymes.
Reflexes (R): Reacting instantly and in the moment.
Movement (M): Using (or not using) your body in different ways.
Teamwork (T): Thinking as a group, cooperating, and listening. Also called Ohana.
Ohana means family, and family means nobody gets left behind… or forgotten.
Pantomime (P): Creating and using invisible objects effectively.
Comedy (Cm): Making the audience laugh. This shouldn’t be specifically pursued but
should be allowed to arise naturally instead.
Character (Ch): Creating interesting and complex characters. This includes creating a
name, backstory, voice, physicality, and personality.
Story (St): Telling a story, through beginning, middle, and end. This is also called Z-
Formation, where the beginning is the platform (who/what/where/when), the middle
is the tilt (rising action).
Initiation: (I) Beginning a new scene on the spot without thinking too hard.
Sustaining (Su): Keeping scenes alive and able to be added to, without getting stuck.
Justification (J): Explaining why things don’t always make sense in the world.
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General Guidelines of Improv:
Improv is short for improvisation, the art of creating worlds, scenarios, and characters
on the spot and telling a story to the audience.
One of the most important guidelines of improv is the yes, and. This doesn’t mean to
never say no, but to always allow others to contribute and to not shoot down their ideas
immediately.
Most scenes have an inherent pecking order. Each person can be called “the number
one,” “number two,” and so on. This indicates who is in control of each scene and who
contributes the most to the direction the scene takes. Things become pretty wild and you
might take a trip to crazy town if this isn’t clearly defined. Listening is important to help set
this up.
Another important thing to understand is the idea of game. Game is essentially the
weird thing in a scene, something that may be out of the ordinary, and it is meant to be
discovered collectively. When the game is found, it can be played deliberately for real
laughter. It can help to deliberately say “That’s weird…” when you think you see a game in a
scene. Then milk it for everything it’s worth. “If this is true, what else is true?”
There is also a difference between improv and meta-improv. Meta-improv is when
players decide to do things that they know will make their audience laugh, deliberately or
not. An example is excessive cursing. While this works in specific crowds, it can only go for
so long before it runs out of steam in front of new people. Rather than trying to be funny,
just let it happen, honestly and truthfully.
Some topics to avoid: religion, race, gender, incest, bestiality, suicide, genocide. Stay
away from sensitive topics as much as you can, and if you notice one of these beginning to
appear, don’t be afraid to call it out, in or out of character, and stop it.
Similarly, don’t do things your partner is not okay with. This can be hard to tell in
improv. Don’t actually hurt your partners of course, and get consent, in or out of character,
when you need to.
Other than that, improv has no rules to it, and its “rules” are meant to be broken. Just
get out there and have fun with it!
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Sample Game No. 0.0
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Table of Contents
This list is subject to change.
1. Warm-Up Games Skills Number
1. Bunny Bunny E, F 1.1
2. Czechoslovakia E, F 1.2
3. Wiener E, F 1.3
4. Do You Love Your Neighbor? Cr, R 1.4
5. Huggy Bear R 1.5
6. I am a Tree Cr 1.6
7. Park Bench F 1.7
8. Yee-Haw E, F 1.8
9. Zoom Zorch Cr, E 1.9
10. Zip Zap Zop F 1.10
11. Twizzle M 1.11
12. Captain’s Game F, M 1.12
13. Thunderdome Cr, E, F 1.13
14. This is a Pen F, L 1.14
15. Give Me Back My Son Cr, F 1.15
16. Bibbity Bibbity Bop F, M 1.16
17. Who Am I Cr, L, T 1.17
18. Red Ball, Blue Ball F, E, L 1.18
19. Scream! A 1.19
20. Mind Meld T 1.20
21. Kitty Kat Career Cr, P 1.21
22. Big Booty E, F 1.22
23. Shootout A, R 1.23
24. Character Generator Ch, Cr 1.24
25. Categories F, T 1.25
26. Sneaky Thief F, M 1.26
27. Chi-Town I, Su 1.27
28. What Do You Know I, L 1.28
29. Fart Circle F 1.29
30. Pizza Hut and Taco Bell Cr 1.30
31. Five, Six, Seven, Eight Cr, F 1.31
2. Two-Person Games
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1. Scripture J 2.1
2. Text Line J 2.2
3. Blind Line Cr, J 2.3
4. Short Attention Span Co, L 2.4
3. Three-Person Games
1. New Choice Cr, J 3.1
2. Interrogation Co 3.2
3. Slap My Face and Call Me Sally Co, J 3.3
4. The Good, Bad, and Ugly Ch 3.4
5. Sit, Stand, Lie J 3.5
6. Two Line Vocab J 3.6
7. Game-O-Matic Cr 3.7
8. Ahab and the Whale F 3.8
9. A Day in the Life St, Ch 3.9
10. Tricks of the Trade Ch 3.10
11. Hypnotist Ch, M 3.11
4. Four-Person Games
1. Pan Left J, St, Su 4.1
2. Party Quirks Ch, Co 4.2
3. CSI Cr, M 4.3
4. Dating Game Ch, Co 4.4
5. Survivor F, E 4.5
6. Understudy Co, L, T 4.6
7. Late for Work Co, P 4.7
8. Chain Murder Co, P 4.8
9. Stop and Swap J, Su 4.9
10. Countdown F 4.10
11. Foreign Film Dub P, T 4.11
12. Hey You Down There! L, J 4.12
13. Town Forum Ch 4.13
14. Character Creator Ch, Cr, L 4.14
15. Talking Heads L, T 4.15
5. Five+ Person Games
1. Playground Insults P, L 5.1
2. My Movie Cr, E 5.2
3. Five Things Cr, P, L 5.3
4. Objection Ch, Cr, J 5.4
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5. Arms of War T 5.5
6. Team Games
1. Laugh and Go Co 6.1
2. Waiter Cr 6.2
3. Pet Names Cr 6.3
4. Back in My Day Cr 6.4
5. Incredible Growing and Shrinking Machine (IGSM) I, J 6.5
6. Spit-Take - 6.6
7. Freeze J, M 6.7
8. Do-Run-Run Cr 6.8
9. Beastie Raps Co, L, T 6.9
10. Montage Long-Form All 6.10
11. Narrative Long-Form/Cut All 6.11
12. Follow the Exiter All 6.12
13. Pin Drop All 6.13
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Section 1
Warm-Up Games
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Bunny Bunny No. 1.1
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“Bunny Bunny” can also be an elimination game. Anytime someone fails produce a
“bunny bunny,” “ticky tocky,” or “ding dong” when they should, they are eliminated from
the circle.
Tips for Performance:
Don’t forget to breathe! Always keep an eye on the bunny bunny.
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Czechoslovakia No. 1.2
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14
Wiener No. 1.3
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16
Do You Love Your Neighbor? No. 1.4
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Huggy Bear No. 1.5
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I Am a Tree No. 1.6
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Park Bench No. 1.7
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Yee-Haw No. 1.8
Variations:
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Instead of four-shifter gear box, call out any number. For example, “eight-shifter gear
box!” Do not push this number to the extremes, as that is often more a
frustration/complication than a source of focus or energy.
This game can, in some situations, be combined with Zoom Zorch. Everybody will
most likely yell at you for this.
Tips for Performance:
This game is best when played in either a smaller group of people, or when the people
playing make an effort to send the “yee-haw” to other people. This is because, in large
groups, players of this game may never possess the “yee-haw” if the group is too large.
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Zoom Zorch No. 1.9
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moment, then everybody breaks out backward with their hands in the air, singing
“ohh”.
Stage Combat: Take three steps inward, make eye contact with someone, and shout
“eye contact!”
Cthulhu Incarnate: Place your hands over your mouth and swing your fingers all
around, while emitting a deep, guttural roar.
Baby Cthulhu Incarnate: Same as above, but only using two fingers and making a
gentle, high-pitched noise.
Astronaut: Low-gravity walk towards the center while ad-libbing, as if on the moon.
Nick’s not ____ (cool, here, bad, etc.): Wag a finger on each word while repeating
“Nick’s not cool” (or whatever word is said) twice. Any word can be used.
Entrapment: Walk towards the circle while writhing your limbs and say “Sean
Connery is a silver fox!”
Masturbating…: Say “Masturbating” before any other call, and during that call, make
a masturbation movement over your crotch with your hand while acting out the
other call as you normally would.
Anonymous Director: Place hand forward and quickly draw it back, and say “oop,
almost touched your boob!”
Anonymous, Anonymous Director: Turn your head in disbelief and say “Was that
racist?”
Anonymous NAUghty Bits Member: Touch your fingertips to each other and say
wickedly, “You see cat, I see lunch!”
Anonymous Party-Goer: Fist pumping the air, chant “Fuck MegaBlocks! Fuck
MegaBlocks!”
Camping Trip: Hold arms up to your sides with elbows bent and arms forward like
claws, and say “The bear provides!”
Drunk Mime: Pantomiming as a mime, put your hands up on a box in front of you,
then throw up.
Sounds Birds of Prey Make: Put your hands up next to your face, open your mouth,
but don’t make any sound.
Sexy Clown: Turn around and grab each butt cheek, and squeeze twice, saying “honk
honk.”
Bicycle: Pantomime riding a bike then stopping sideways, while saying “cycle cycle
bring bring skiiirt!”
Accountant: Say “add, subtract” while pretending to press a computer key with your
pointer finger on each word.
Satire Duck: Hold your wrist, make a duck with your hand, and say “this is satire!”
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High School Improvisor: Shrug your shoulders and say “what is a cat?”
Bob Yowell: Put your hand up and say “Bob Yowell.”
Steven House: Hold your hands out and say “Look at your life, look at your choices…”
Darby Winterhalter Loftstrand: Shout out, shrill and high-pitched, “WHAT!?”
Naoko Skala: Put your head around an imaginary wall and call out high-pitched, “kill
me!”
Lee Becker: This call repeats itself three times. For each time, crouch down on one
side, then leap around to be facing the other way with your hands on your hips and
yell “I am a Klingon Warrior!” Repeat this three times, getting bigger each time.
Evan Cipra: Flip off the rest of the circle and say “Callbacks.”
Aly Coppell: Flip your hair off your shoulders and say “Bitches.”
Aly Ritter: Kick a leg forward three times and say “Fuck you, fuck you, fuck you!” in a
high-pitched voice
Mike Rutter: Crouch and swing your arm forward and back, while saying “Shut your
dick!”
Dennis Verrett: Dance toward the center with jazz hands and sing “Hellooo, Tokyo!”
Ethan Hoover: Place your hands on your body with fingers out and yell “milk me!”
Kishan Batcheldor: Move hands away from your head with palms down and say
“Kishan!”
Logan White: Stab forward with a hand three times, moving inwards in the circle, and
say “And a stab, and a stab, and a stab, stab, stab!”
Sera Young: Crouch down and smack your hands on the ground on each word, saying
“I’m a bad snail! But me in jail!”
Claire Herron: Wag a finger forward and, in a British accent, say “Is that your willy?”
Aidan Cipra: Grab the face of somebody next to you, and say “Are we doing this?”
Then reply with “No” and shake your head.
Hadley Singer: Throw your arms to your side and say “Ayyy, sticky!”
Maddie Moe: Act drunk and confused and make a “nyahhhhh” sound.
Blake Regottaz: Swinging each arm forward, say “swiggity swoosh!”
Sean Lang: Say “It’s bread, or sex!” On “bread” and “sex” hold out each of your hands,
palm-up.
Ryan Bowman: Crouch down and make finger guns, while saying “chicken fingers!”
Emily Wood: With panic, lean back, stand super still, and yell “Yes I love my
neighbor go ask my other neighbor.”
Sonja Usher: Hold your arms out and say, “Let’s all take a collective breath.” Then
take that collective breath.
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Zach Mauck: Put one leg up on the other knee, then slap that leg and say “Come sit on
my lap, baby boy.”
Zach Mauck Part II: put your hands in your pockets and, with a suave tone, say
“Heyyy honey bunny, wanna learn about pork?”
Spencer Beckwith: Hold both arms out and up with palms forward, then close the
hands on each word of “Come here.”
Je’maya Jackson: Say “Here’s a hand… here’s another hand” while placing both hands
out.
Michaela Rodriguez: Point a finger into the center and yell out “HOE!”
Daniel Langdorf: Put your hands on your hips and yell, loud and proud, “I am cream
lad!”
Variations:
New calls can (and should!) be created in everyday life. This is done after something
call-worthy happens in front of a large amount of the improv troupe and somebody there
proposes to use it as a zoom-zorch call. Give the call a name and clarify the action. If
everybody agrees, it becomes a new call and can be used in the game.
Tips for Performance:
When combining calls that aren’t commonly combined, repeat both component calls
before doing the final one. Sometimes if the calls are confusing, it may be beneficial to repeat
the combined call again.
Usually, it is more beneficial to use recent calls. Calls that are old tend to be very
alienating, especially when done by juniors or seniors about people who have graduated.
When making new calls, name them either after the person who did it, or give it a
title. A title is necessary for it to be incorporated going into the future. Making too many
calls in a short period of time is confusing and it is difficult to remember them all.
Lastly, while this game can be a lot of fun for members, it can be confusing and
frustrating for newer members. Be very careful not to play this game too much or for too
long at a time, as it may risk its reputation. It can make new members feel excluded, as the
game is based around inside jokes.
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Zip Zap Zop No. 1.10
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Twizzle No. 1.11
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Jump: All players must jump in place. If they are in a pose, that pose must be
maintained.
Variations:
It may be beneficial to put a stool or block in the center of the circle, such that the
players circling have a point of reference as they rotate.
Tips for Performance:
Don’t push yourself too hard! This game can be very physically exhausting, and make
sure to drink water when needed.
The leader is often standing on a block for increased visibility.
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Captain’s Game No. 1.12
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Rowboat: All players group up in pairs of three and pretends to row a little rowboat.
Anybody left without a partner is eliminated.
Variations:
Many people may know of the calls by different names.
Tips for Performance:
Make sure to drink water, and be careful, especially in a small place. Don’t push
yourself too hard. If you’re getting exhausted or hurt, please don’t continue to play.
As the captain it is essential to project and ensure everybody can hear your voice. It
may also help to have calls in mind, so that you don’t have to stop or think. Feel free to stop
the game when there are only two or three people left.
Additionally, as the captain, it can be entertaining to point opposite ways as where
the calls make the players move. For example, pointing to the far wall when calling out
“bow.”
It may be necessary to become stricter as the captain as the game comes to an end, as
the last eight or so people are usually very good.
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Thunderdome No. 1.13
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The circle needs to be able to hear the players, and they need to be able to hear each
other, so keep the chanting to a lower volume and tempo at first, and only increase as two
competitors continue to face off – the game is controlled by the two competitors, who play at
their own pace.
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This is a Pen No. 1.14
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All “a what’s” will be simultaneous. The players will pass the objects all the way
around the circle, while both sending and while receiving at the same time. When the game
is fully going on, there will be a lot of noise and chaos.
The leader will eventually end the game and can ask each person what they have at
that time.
Variations:
You can pass objects all the way around the circle and have the leader take them out,
or keep them in and rotating all the way around.
Make sure to play with the speed of the game. Faster speeds make the game go faster,
but also make it more difficult to play.
For players just starting out, the leader can leave a one person gap in between new
objects until the players have a better sense of the rhythm.
Tips for Performance:
To stay focused, turn your head to your left and to your right, depending on who you
are talking to. This game can be very difficult, and requires a lot of focus.
When leading, start slowly and once the players get the hang of it, restart and speed it
up a little bit.
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Give Me Back My Son No. 1.15
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Bibbity Bibbity Bop No. 1.16
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Elephant: Both neighbors become ears, pointing their arms inward to the player,
while the player becomes the trunk and makes an elephant noise.
Amish People: The neighbor begins churning butter, while one of the neighbors raises
a barn and the other reads from a bible. The neighbors must decide who is doing what
and cannot do the same thing.
May Pole: Both neighbors switch positions. No backsies, meaning the neighbors must
pass in front of the player. The caller will attempt to take one of their positions, in
which case that neighbor becomes the new caller.
Kamikaze: The player makes goggles over their eyes with their hands and makes
airplane noises, while the neighbors point their arms out and become wings.
Charlie’s Angels: All players hold a gun in their hands and stand back to back.
Toaster: The neighbors make a square with their arms around the player, while the
player leaps, kicks a leg up with their head to the side and says “butter me I’m done!”
Jello Bowl: The neighbors make a bowl with their arms around the player, while the
player wiggles their body like a bowl of jello.
Haunted House: The neighbors point their arms up to make a triangular roof over the
player, while the player flings their arms out and howls like a spooky ghost.
Variations:
New calls can be created or found over time, and should be added to this document as
such!
Tips for Performance:
As the caller, make sure to count quickly! Also try to use variety when calling and try
to be quick and energetic when making calls. It may work to make calls on the same people
several times quickly, or to be very erratic when pointing at the circle.
As one of the players, be listening and focused on the caller. Don’t give up on
purpose.
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Who Am I No. 1.17
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Red Ball, Blue Ball No. 1.18
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Variations:
New calls can be created as desired.
Tips for Performance:
Stay focused and stay open. Be ready to receive any object, or multiple objects at a
time. Also if you’re sending an object, make sure that the next person receives it! Repeat the
call until they hear you and you see they acknowledge it.
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Scream! No. 1.19
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Mind Meld No. 1.20
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Kitty Kat Career No. 1.21
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45
Big Booty No. 1.22
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As another example, if big booty messes up, number one becomes the new big booty,
two becomes one, three becomes two, and so on and so forth.
The game can repeat as many times as desired. After somebody messes up, the game
begins again with the same chant.
Variations:
As the game continues and the players get used to the game, speed it up!
Alternatively, try naming other players in the circle as well.
Tips for Performance:
Try to remember as many numbers of the circle as possible, to involve more people.
When somebody messes up and moves to the end of the circle, make sure to recount
and make sure you understand your own number. It is your responsibility to know your
number, and if you mess up, you will go to the end of the circle.
There are tactics to try and throw people off as well. For example, point at somebody
while saying somebody else’s number. You can also send it to yourself repeatedly, but don’t
mess up.
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Shootout No. 1.23
48
leader can decide. Also, the leader can force them to yell for as long as possible, rock-paper-
scissors, or any other method of deciding who wins.
Tips for Performance:
When there are only three or four people left, pay close attention to who is standing
next to whom. Shoot the correct person, or you’ll die first.
Keep an eye on the leader, if they attempt to pull tricks to mess up the players. As the
leader, try to keep the players on their toes by being unpredictable, or especially fast. It is
beneficial to start the game slowly, then speed it up as time goes on.
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Character Generator No. 1.24
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Categories No. 1.25
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For an added challenge, after all the rounds are mastered, have the group begin
walking around the room while trying to still play. Instead, the players could toss objects to
each other as well. For the hardest version, both walk around and toss objects. For an added
twist, add in a “toy” you pass around, just randomly.
Once the items make it back to the first person, they can restart it again to make the
game continuous.
Tips for Performance:
When sending a you, fruit, or animal, make sure to be direct and make eye contact to
ensure the next person receives it. If they do not receive it, keep sending it until they do!
The goal is to be able to do all three categories as fast as possible without being
thrown off.
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Sneaky Thief No. 1.26
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Chi-Town No. 1.27
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What Do You Know No. 1.28
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The purpose of the game is to provide practice in initiation and response. As such, as
the starter, know that specific initiations are stronger choices for your scene partner to play
off of. As the observer, make sure to list off all of the things you learned from the initiation,
but only the things you know to be 100% true and factual . There is no speculation.
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Fart Circle No. 1.29
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Pizza Hut and Taco Bell No. 1.30
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59
Five, Six, Seven, Eight No. 1.31
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Section 2
Two-Person Games
61
Scripture No. 2.1
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Text Line No. 2.2
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Blind Line No. 2.3
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Even when the lines don’t make sense, stay focused on staying engaged and
interesting, as it is too easy to lose interest in this game.
As the pillar, it is very important to keep the scene moving. It is up to the pillar to
play along with the lines and make them make sense in the world. The pillar serves as the
justification for whatever absurdity comes about from the lines.
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Short Attention Span No. 2.4
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Section 3
Three-Person Games
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New Choice No. 3.1
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Interrogation No. 3.2
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Slap My Face and Call Me Sally No. 3.3
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The Good, The Bad, The Ugly No. 3.4
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Sit, Stand, Lie No. 3.5
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Two-Line Vocab No. 3.6
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Game-O-Matic No. 3.7
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Ahab and the Whale No. 3.8
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A Day in the Life No. 3.9
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Tricks of the Trade No. 3.10
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Hypnotist No. 3.11
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Section 4
Four-Person Games
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Pan Left No. 4.1
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Try not to make your objective depend too much on the person diagonal to you, as
you two will never interact in the game. Instead, try to keep your actions and objectives
closer to your neighbors, who you interact with throughout the scene. We want to see what
you do, not see you talk about someone who isn’t there.
A lot of justification will need to happen, especially if the game comes to a conclusion
too fast, or the leader doesn’t end it on time. As the leader, end the game when the plot is
resolved, but not too soon. It is up to the players to make sure the plot progresses slow
enough that the game can conclude safely.
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Party Quirks No. 4.2
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CSI No. 4.3
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Dating Game No. 4.4
84
Survivor No. 4.5
85
Understudy No. 4.6
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Late for Work No. 4.7
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If the guesser just won’t get it, the leader can make a phone call to somebody on stage
to try and help them out or drop hints.
Try to create a real work environment. A lot of the fun comes from the boss catching
the employees, and the justification they come up with. While it is a guessing game, it is still
interesting to watch relationships between the characters.
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Chain Murder No. 4.8
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Stop and Swap No. 4.9
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Countdown No. 4.10
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Foreign Film Dub No. 4.11
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Hey You Down There! No. 4.12
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Town Forum No. 4.13
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Alternatively, each player in the audience can adopt a new character every time they
speak. By the end, the room is filled with lots of different people from this town created by
the characters.
Tips for Performance:
As the leader, make sure the problem you pick is not one that can easily be solved
with one sentence. As a player, if you realize this can happen, try to add in something from
your character that makes it more complicated or controversial for the town.
Unlike most other games, the leader is actively in charge of this game and controlling
it throughout. As the leader, make sure you’re enabling the players to do well and going
along and supporting them, but don’t be afraid to change the course of the game if things
aren’t going too well.
The entertainment of this game comes from really involving the audience in the
world of the town. Addressing the audience is fun, as is getting up or moving around, or
whatever.
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Character Creator No. 4.14
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This game is very challenging for the character. Keep in mind physicality, and all
other aspects of the character. It is a good starting point for coming up with game for the
three scenes.
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Talking Heads No. 4.15
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Section 5
Five+ Person Games
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Playground Insults No. 5.1
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My Movie No. 5.2
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When getting letters from the audience, try not to use any letters you’ve already used.
When your movie is picked, the person who came up with it is expected to play the
lead role in the scene. Make sure to step forward and initiate the movie yourself in this case.
On a similar note, not every movie needs to have every player involved.
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Five Things No. 5.3
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Objection No. 5.4
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statements. After this, the leader will have the audience decide the winner by voting via
claps. Whichever team gets more claps is the winner of the court case, and settles the
meaningless issue once and for all.
Variations:
The lawyers could introduce themselves, but this typically just lengthens the game.
Tips for Performance:
Be creative! Have creative objections and always be sure to introduce more and more
subject matter. Energy is also very important to prevent this game from becoming stale and
boring.
Nobody said the teams of lawyers have to be good. It can be very entertaining to
watch a team completely struggle to do anything.
The leader is a character as well. If you’re the leader, be sure to find a character and
find where you fit in the game, and your relationships to the other players.
Watching the relationship between team members and the other team is just as
interesting as the debate going on. Make sure to give these relationships room to grow as the
court case goes on. To help with this, you can make your objections about the other team or
person as well, or even the other lawyer company altogether.
The point of the game is to see the objections but be careful not to do it too much.
Allow the other team to present what they’re talking about, and if you can tell they’re
struggling or their argument is almost out, call objection then. Even though you’re on
opposite teams and the goal is to win, you’re still working together.
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Arms of War No. 5.5
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Section 6
Team Games
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Laugh and Go No. 6.1
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Waiter No. 6.2
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Pet Names No. 6.3
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Back in My Day No. 6.4
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Incredible Growing and Shrinking Machine
(IGSM) No. 6.5
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enter. Lastly, let the newest-enterers lead the newest scenes, and be careful to avoid going to
crazy town.
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Spit-Take No. 6.6
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Freeze No. 6.7
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Do-Run-Run No. 6.8
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“A do-run-run-run, a do-run-run. A do-dee-do, yeah.”
“He was pret-ty chill.”
“A do-dee-do, yeah.”
“He never had his fill.”
“A do-dee-do, yeah.”
“And then all was still.”
After this, the lyrics repeat over and over, until a player messes up.
Variations:
For an extreme challenge, try rhyming with two or three syllable words.
Other variations include not rhyming but trying to tell a cohesive story from person
to person. Furthermore, you could even try to rhyme and tell a story.
Other versions include “truth-run-run,” where every line doesn’t need to rhyme, but
must be an objective, indisputable fact of nature. Other variations include telling subjective
opinions every line, or telling personal stories or facts.
Tips for Performance:
It is imperative that the leader snap to the beat and invites the audience to snap and
sing along as well. As such, the leader should learn how fast to snap for the first few rounds,
and then how to speed it up. The game should get faster over time and become more
energetic. Make sure to start the game slow enough so it has room to grow as it continues.
It is possible to be eliminated from messing up the name on the first line.
The audience is the judge of when people are eliminated. The leader should tell them
beforehand to yell “DIE!” when they believe somebody should be out. There are cases where
the players will survive by being slightly off or by stretching the rhyme a little bit.
The music is on the next page. It is very hard to write the rhythm, and it sounds
incorrect when played, but the melody is correct. The pitch and rhythm of it really doesn’t
matter much, so just chant along with the game however you’d like.
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Beastie Raps No. 6.9
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This game could be played with any number of people, as long as it is at least four
total. There must be two people on each team but having three makes it more interesting
with the backline.
Tips for Performance:
As the leader of your team, make sure you are setting up your rhyme in a way that
only one word can complete it. Each team needs synergy to continually get the rhymes
correct.
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Montage Long-Form No. 6.10
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Canadian Crosses, which give more context to the scene/location and often help to
play game. This is when a character will enter, deliver one line for comedic effect,
then exit.
Cut To, cuts to a new area or an event that has been mentioned in the scene; i.e. “ Cut
to the birthday party,” or “Cut to why he has trust issues.”
A montage ends when there is no time left for a performance, or the set reaches a nice
conclusion/button. This is typically between 10 and 20 minutes.
Variations:
Long-form is very flexible, and there are no real rules in place beyond basic rules of
improv. Anything is possible and the only restriction is your imagination.
Tips for Performance:
Sometimes it is better to wipe a scene with no room to grow without a new idea, than
it is to let that scene continue playing. If you notice the players struggling, take initiative and
save them from their scene.
Although the scenes are not connected, there can be recurring characters, themes,
and concepts.
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Narrative Long-Form/Cut No. 6.11
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Long-form is very flexible, and there are no real rules in place beyond basic rules of
improv. Anything is possible and the only restriction is your imagination.
There is a lot of creativity available by using “cut.” Scenes can go far in the future, far
in the past, to just down the street, or whatever. It can be used as a storytelling device
however you wish.
Tips for Performance:
Sometimes it is better to wipe a scene with no room to grow without a new idea, than
it is to let that scene continue playing. If you notice the players struggling, take initiative and
save them from their scene.
Narrative is quite challenging, as all players need to be operating together as one to
tell one focused plot. Try to find game and build on it, and keep the world alive and growing,
with room to grow. Even if the plot ends or major things happen, be creative and keep and
open mind and keep telling the story
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Follow the Exiter No. 6.12
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Pin Drop No. 6.13
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