Accent Roller Coaster [ use of language + transitions ]
The team performs a given scene with players beginning normally then repeatedly changing the accent of their dialogue and their associated mannerisms as the host calls out different accents in turn from a list given by audience suggestion.
Alphabet [ use of language + restrictions ]
The scene is performed where each line of dialogue spoken must begin with the next sequential letter of the alphabet.
A non lethal object is suggested by the audience. The players must mime killing a bad guy with the object then provide an Arniesque last line. Bad puns are encouraged. For every laugh or groan they get a point.
Authors [ narrative + genre ]
A title is given and a different Author or genre is nominated for each player. The team tells a shared story with each player speaking a few sentences at a time. Each team member tells the story in their own nominated style.
Backward Scene [ narrative + restrictions ]
The scene is played in reverse, starting with a given Last line and then moving backwards to the beginning of the scene. Everything is reversed, from actions to Conversations to cause and effect, however each individual line of dialogue should be spoken in coherent English.
Ballet [ physical + genre, culture or style ]
A scene is played in the style of a ballet, telling a given story through the physicality of dance, often with the accompaniment of an offstage narrator.
Beasty Rap (music)
Two teams face off in a rap battle. A theme is given. Taking turns as MC and using a simple rhyming couplet, the MC must get his Posse to join in on the last word of the couplet. If the Posse doesn’t all join in, the team loses a point. The teams take turns, one couplet each, and the Mc changes each time.
Blind Line [ justification ]
Lines of dialogue given by audience while players are out of ear shot, written on pieces of paper and two given to each player players don’t read the lines until used. situation is given and the scene played with team members stopping from time to time to read lines given. Players should endeavour to justify the lines of dialogue they use and incorporate them into the scene.
Broadway Musical ( sound or music + genre)
A scene is played in the style of a Broadway musical, telling a given story through a mixture of song, dance and dialogue.
Commercial [ genre, culture or style ]
The team performs a scene in the style of a commercial advertising a given product or service.
Crime Endowments [ genre, culture or style ]
One team member must leave the stage. The remaining players are given three attributes – an insignificant crime, a well-known location and a famous accomplice – with which they are required to endow the offstage player on their return. When the “criminal” returns the other players must endow them with these attributes using the device of their being police conducting an interrogation. The players speak in English but should not resort to charades. The scene ends when the criminal confesses their crime. This can be played by one team or two teams in opposition. The teams have different crimes etc… each team gets 20 seconds before swapping over to other team. First team to guess it wins.
Countdown [ narrative + restrictions ]
A scene is performed for 60 seconds. The team then repeats the same scene in 30 seconds. And then again in 15 seconds. And finally the team plays the entire scene in 7.5 seconds. It is important that the team plays a well rounded scene the first time around, and that thereafter they make a genuine effort to repeat the same essential narrative within the ever diminishing time limits available to them.
Da Doo Run Run (music + song)
Host gets a one syllable name or word from the audience. The players then improvise rhymes to that name and use them in the song Da Doo Run Run. Players are eliminated for repetition of rhyme, failing to rhyme or making no sense. When players are eliminated the Host blows the whistle and says “you are” clap, clap “out of here”. Get the audience involved in the elimination, it’s fun.
Death In A Minute [ restrictions + justification ]*
The team has one minute to perform a scene at a given location. By the end of the scene at least one of the players must be dead and their death justified. * Death In A Minute is played for up to one minute only.
Emotional Replay [ emotions ]
A situation and three contrasting emotions are given. The team plays a short neutral scene, then replays it under the heightened influence of each different emotion in turn. The basic sequence of the neutral scene should be followed during the scene replays.
Emotional Roller Coaster [ emotions + transitions ]
The team performs a given scene with players beginning neutrally and then repeatedly changing their emotional state as the host calls out different emotions in turn from a list given by audience. Players should seek to justify their rapid changes in emotion.
Emotional Swap [ emotions + transitions ]
Two players start a scene with contrasting emotions. Through the course of the scene they must switch to the other’s emotional state.
Expert Double Figures [ physical ]
One team member interviews another on a given topic. The other players stand behind these two providing their arms and trying to make their hand and arm movements accord to the spoken discussion.
Entrances And Exits [ restrictions + justification ]
A given scene is performed with the restriction that only two players may be on stage at any one time. If another player enters the scene while two players are already on stage, then one of the onstage players must immediately justify their exit and leave. This game can be played where each player has a que word and when that word is spoken they must enter or exit.
First Line / Last Line [ narrative + restrictions ]
The players are given a first line and an unrelated last line of dialogue. The scene must begin and end with these lines.
Foot in Mouth (Punchlines)
Players must give examples of socially unacceptable things to say in social situations given by the audience. For every time they get a laugh they get a point
Four Square Emotions [ emotions + transitions ]
A situation is given and different emotions assigned to each of the four quadrants of the stage (up stage, down stage, stage left and stage right). The players should be emotionally changed as they move from area to area throughout the scene.
Furniture [ physical ]
The team plays a given scene with one or more players serving as props and taking on the form of any physical objects named by the main players or required by the scene.
Genre Replay [ genre, culture or style ]
A situation and three different genres of media are given. The team plays a short scene on the given topic, then replays the scene using devices characteristic of genre in turn. The basic sequence of the first scene should be maintained throughout the stylised replays.
Genre Roller Coaster [ genre + transitions ]
The team performs a given scene with players beginning normally and then repeatedly changing the style in which they are acting the scene as the host calls out different genres in turn from a list given by audience. Players should adopt the full range of devices characteristic of each genre.
Gibberish Endowments [ physical + restrictions ]
One team member must leave the stage. The remaining players are given three attributes – an occupation, a physical characteristic and an emotional state – with which they are required to endow the offstage player on their return. The team must endow these attributes using only gibberish and without resorting to charades.
He Said She Said [ character ]
The given scene is performed with players speaking their own lines of dialogue, but requiring that each player’s actions are determined by spoken stage directions supplied by one of their onstage team mates. The structure is as follows: Player 1 says their line of dialogue. Player 2 gives a stage direction for Player 1 followed by their own line of dialogue. Player 1 (who has carried out the action they were given) now gives Player 2 a stage direction and then speaks their own line, and so on. Stage directions should be in the form of, “He (or she) said, [describe the team mate’s action]”. Dialogue should be spoken normally.
Historical Replay [ genre, culture or style ]
A situation and three different periods in history are given. The team plays a short scene on the given topic, then replays the scene as if it took place during each period of history in turn. The basic sequence of the first scene should be maintained throughout the stylised replays.
Historical Roller Coaster [ genre + transitions ]
The team performs a given scene with players beginning normally and then repeatedly changing the manner in which they are acting the scene as the host calls out in turn different periods in history from a list. Players should seek to adapt themselves fully to the character of each historical period.
Impro Impaired [ physical ]
Two players perform a scene on a given topic. The other players stands to the side of stage and in a frame and providing commentary as if for the hearing impaired, “signing” as much as possible of what is being spoken about in the scene.
In A With A While A [ narrative ]
The team performs a scene in a given location, with a named character or object, while a given circumstance is taking place. The three elements need not all be immediately introduced at the start of the scene, but may instead come together as the narrative develops.
In The Style Of [ genre, culture or style ]
The title of a well-known fairy tale or story is provided and the audience gives a genre or styles in which they want to see it performed in. Players can end up playing scenes such as The three little pigs in the style of a western.
Inner Song [ emotions + sound or music ]
The team performs a given scene with the host periodically calling upon individual players to sing their inner thoughts and feelings about the events taking place in the story. The scene freezes while the singer briefly expresses themselves and then continues where it left off as if the other players had not heard the song.
Internal Narrative [ narrative + character ]
A given scene is performed with one or more players providing a spoken narrative from within the scene.
Last Letter First Letter [ use of language + restrictions ]
The given scene is performed with the last letter of one player’s dialogue required to become the first letter of dialogue spoken by the next player. Thus if Player 1’s line of dialogue ends in “s”, then Player 2’s line of dialogue must begin with an “s”, and so on.
Lighting Booth [ justification ]
A lighting state is offered up to start the scene and thereafter changes in the lighting may be made at the operator’s discretion. The players are required to develop a narrative while keeping up with and justifying any lighting changes which take place.
Mime – Silent Scene [ physical + restrictions ]
A situation is given and the scene played by the team entirely without the use of spoken words.
Mirror Faces [ physical + character ]
A situation is given and members of the audience brought onto the stage to provide facial expressions for the team members to mimic. The scene is then played with the facial expressions provided serving as the basis for each player’s character.
Murder Endowments [ narrative ]
One team member must leave the stage. The remaining players are given a location where a murder takes place and the murder weapon. The audience then chooses which player will be the victim. On the offstage player’s return the scene is played so as to endow the murderer with the information necessary to kill the right person, in the right location, with the correct weapon. The players speak in English but should not resort to charades or play the scene as a static guessing game. Opportunities for endowment should instead arise from within the scene’s narrative.
N Words [ use of language + restrictions ]
The team plays a given scene where players may only speak in sentences of as many words as called out by the host. The host may use their discretion in calling the scene but numbers greater than ten should be used sparingly. This can be played with team members assigned a number at the beginning of the scene, this is the only number of words they can use per sentence.
Opera [ sound or music + genre, culture or style ]
A scene is played in the style of an opera, all dialogue is sung. The story told in the opera should be raised to epic proportions.
Parallel Universe [ narrative + justification ]
The players are each separately given information about who and where they are – the “universe” within which they will performing – and then the entire team is brought back together to play a scene. Each player must now try to accept the offers of their team mates while seeking to justify them in terms of the universe within which they believe themselves exist.
Playbook [ restrictions + justification ]
A given scene is performed with one player only able to speak lines read out from a book of plays they are holding. The other players are required to justify the
Offers made by their team mate reading from the play book.
Poem [ use of language ]
A title is given and the team performs an original poem in any style they choose.
Points of view [ emotions + character ]
A situation is given and the team plays a short realistic scene. The scene is then replayed by the team three times from the point of different characters, each time endowing that particular character with bigger emotions, more actions and greater significance relative to the others. The basic sequence of the first scene should be followed but actions and dialogue may be changed relative to the point of view being expressed.
Pop Up Storybook [ physical + justification ]
One team member tells a story while on stage players “pop up” to form pictures as each page is turned in the storybook. The narrator may “pull the tab” or “push the button” and suchlike to put some action into each page, with the burden of justifying what is going on within the story alternating between the narrator and other players throughout.
Puppets [ physical + restrictions ]
One or more team members play the given scene as puppets who can speak but cannot move. The remaining players perform the role of puppeteers, physically moving the puppets in order to meet their verbal offers and as required to advance the scene.
Prompt [ justification ]
A situation is given and two audience volunteers are brought onto the stage. The scene is then performed with the players stopping from time to time to indicate for one of the volunteers to supply a word or line on their behalf as if they were an actor’s prompt. Players should then repeat these lines of dialogue and seek to justify and incorporate them into the scene.
Radio Play [ narrative + genre, culture or style ]
The lights are dimmed and a given scene performed over the onstage microphone in the style of a old radio play.
The players provide all vocal and sound effects.
Reminiscence [ character + transitions ]
A situation is given and two players sit at the edge of the stage reminiscing about their memories of themselves and what they did in the past. The other two team members play out these moments of memory on stage, with the burden of extending and advancing the story shifting back and forth between the two pairs of players.
Rhyming Couplets [ use of language + restrictions ]
The team plays a scene speaking entirely in rhyming couplets. Players may either rhyme with themselves or set up each other.
Scene With/Without Questions [ use of language + restrictions ]
A given scene is performed with the team choosing to speak their dialogue either entirely in questions or entirely without the use of questions. Any player who breaks the rules of the scene (asking a question or making a statement as the case may be) must justify their exit and immediately leave the stage. Players who have been eliminated from the scene may not return.
Shared Story [ narrative ]
A title is given and the team tells a story with each player speaking one phrase or sentence at a time.
Slow Motion Commentary [ physical + justification ]
One or more players perform a given everyday activity in mimed slow motion. The other players provide from offstage a fast paced sports style commentary.
Song [ sound or music ]
The team performs an original song to the title given.
Speaking In One Voice [ use of language + restrictions ]
A situation is given and the scene performed with two or more players combining to speak with one voice and move as one character.
Subtitles [ narrative ]
A title or situation is given and the scene performed on stage in gibberish, while offstage players the dialogue into English as if it were a foreign film.
Shakespeare [ use of language + genre, culture or style ]
The team performs a given scene in the style of a Shakespearean play. The players tell a story using the forms of language, narrative devices and themes characteristic of Shakespeare’s work. The scene need not be set in Ye Olde Englande.
Sideline Dating (restrictions + physicality)
One player from each of the two opposing teams leaves the stage (out of ear shot). The audience gives attributes for the dream date of the players out of the room (an adjective an occupation and a hobby). On Their return the players must create a desperate dating video. While they are speaking their team mates act out the clues to get them to say the attributes for their date. Each team gets 20 seconds to guess before the host blows the whistle for the other team to try. The first team to get all three attributes right wins.
Sideline Movie Pitch (restrictions + physicality)
As above, but instead of making a dating video the guessers are pitching a movie and must guess a location a celebrity and a word in the title.
Sideways Scene [ physical ]
The given scene is played where the floor of the stage is a wall behind the players, with the ground being located downstage of them as the players lie lengthways on the stage with their feet facing the audience. The challenge is to develop a scene full of movement while remaining bound by the basic conceit.
Sing About It [ sound or music ]
The team performs a given scene with the host periodically calling on the players to “Sing about it”.
The players then break into song and continue to advance the narrative for a time while singing. When the players are ready to stop singing they return to spoken dialogue and continue the scene until “Sing about it” is called again.
Sit Bend Stand [ physical + restrictions ]
The team performs the scene with the restriction that only one member of the team may be sitting, standing or bending over at any one time.
Sound Effects [ sound or music + justification ]
A situation is given and the scene played out by the team, with all sound effects provided by an offstage player or by an audience member. Onstage players may speak freely.
Soundtrack [ sound or music + justification ]
The given scene is performed to a soundtrack which changes musical styles at regular intervals. Players should let themselves be endowed by the mood and rhythm of the music and allow the music to advance the story.
Space Jump [ physical + justification ]
One player starts playing a given scene on their own.
Every 20 seconds “Space Jump” is called by the co-host, the scene freezes, a new player enters and the players together begin a new scene based on the frozen position. When all players are on stage they perform a 60 second scene and then the space jump works in reverse, with players leaving the stage every 20 seconds and picking up their previous scenes, returning to where they left off but justifying the new frozen positions. The scene ends with the first player on their own again, playing out their original scene.
Stunt Doubles [ physical ]
The team performs a given scene with one or more players serving as stunt doubles. At any point during the scene players may call “Stunt Double” and they are replaced by a double who performs in slow motion on their behalf whatever dangerous or distasteful action was about to take place. When the activity is finished the double calls out “Actor” and the original player returns to the scene.
Tag Line (punchline)
The Host asks for the suggestion of a well known house hold product. The players then provide the rejected add slogans for the product. Every laugh they get, they get a point.
The Guide [ narrative + genre, culture or style ]
The title and brief description of an obscure movie is read out from the guide. The team then plays out a scene based on the given description.
Time Warp [ narrative + transitions ]
The team plays a scene where at the host’s discretion throughout “Time Warp” may be called, freezing action on stage until a change in time and/or place is given. The players then resume the story in the new time frame or place, using their frozen positions to restart the scene.
Touch To Talk [ physical + restrictions ]
A given scene is played with the restriction that team members may only speak when they are touching one another.
Truth Scene [ emotions + narrative + character ]
The team plays a given scene as truthfully as possible. The scene can have laughs, just like real life, butshould not be played for laughs.
Typewriter [ narrative ]
One team member sits at the edge of the stage typing out loud a given story, while onstage the remaining players act out the scene as it is typed.
Voice Synch [ narrative ]
The team plays out a scene with players providing the voices for their team mates. The players should silently mouth along to their voices and provide physical offers. One player can also do the voices for all players on stage. Add sing about it for a bizarre variation (Voice Synch About It)
Word At A Time Story [ use of language + restrictions ]
The team members tell a given story with each player speaking one word at a time. They may choose to simultaneously act out the story as they tell it. This device can also be used for only one character in a scene, thus having two or more actors speaking only one word at a time.
Based on the, “185 horses walk into a bar and the bar tender says, why the long face?”, joke. Players make 185 style jokes based on an audience suggestion. Evry laugh gets a point.