Drama Games

Here you will find various drama related activities for use in the classroom and beyond!

Improvisation Games



How it Works:

Ask the audience for animals. Players play a scene, in which the characters are based on these animals.


Players do not ‘become’ the animals, they only take over characteristics of the animals. Characteristics may be physical, vocal or status based. For example, ‘chicken’ might inspire a player to a cowardly character, moving about jerkily.

Artist Model Clay

How it Works:

Three players. One is a lump of clay – behind her is a second player who is a model. Model takes a pose, which the ‘clay’ is not supposed to see. The third player becomes the artist, who will model the clay after the model. The artist is not supposed to touch the clay, can’t speak and it not allowed to show the clay what to do or to become.

When done, let the model inspect the artwork and see if details fit.


Limit the time the artist has to build to statue.

Play with two players have one build the statue based on a suggestion instead of model

Association Jump

How it Works:

This is physical association game. All plays mill about the room. At any time, trainer yells a player’s name. That player ‘jumps’ into a frozen position. Trainer can (but does not have to) sidecoach by shouting ‘directions’ like ‘horizontal’, ‘up’, ‘down’, ‘sideways’, ‘big’, ‘small’, ‘light’, ‘heavy’.

The other players watch our subject jump into a position, and then build around that player, inspired by whatever the frozen position out subject jumped into. The end result is a still scene.

Blind Lead

How it Works:

One player is blindfolded, and the room is filled with obstacles (put a couple of chairs everywhere, leave all kinds of junk on the floor). The idea is that the rest of the group will lead the blindfolded player through the room, by talking.

Cat and Mouse

How it Works:

All players in pairs. One player is cat, one other player is mouse, and all others stay in pairs, arms hooked together. Cat chases mouse; when mouse is caught then mouse becomes cat and vice versa. However, mouse can escape chase by hooking into any pair of other players. At that point the player at the other end of the pair becomes cat and the cat becomes mouse.

Crisis Situation

How it Works:

Great exercise for spontaneity. 2 players on stage approach each other with a crisis, and an object unrelated to the crisis. After each has presented his or hers, each solves the other’s crisis with their own object. Replies must be instantaneous and may be ridiculous.


* Player A: My wife left me and I’m stuch here with this t-shirt

* Player B: I got robbed and all I have left is my good looks.

* Player A: Here’s my t-shirt; you can sell it and make some money.

* Player B: Erm… Marry me.


How it Works:

Tell everyone to start walking about the room as they are walking explain that very soon you will be shouting out an object, animal or etc. it is their job when you do so to freeze where they are and become that object, animal or etc. Once they’ve physicallized that thing they are to remember where they were when you yelled that object. Tell them to move about the room and this time in groups of two they will make a new object you yell out. They must also remember the spot they do that in because now when you yell out the first object they have to run to their and reassume that shape and when you yell the second object they have to run and join their partner again where that object was originally formed. Continue adding more objects and people until eventually there are multiple locations and very large groups.


The place where players form an object is where they always form that object.


How it Works:

Two actors start a scene. At any point in time another player can call Freeze. This player then tags out one of the two actors, and takes his place. Both players then start a new scene, justifying their positions.


The way this game is played quite often goes a bit against good improv, as many groups hardly take the time to develop a story line. If played this way, it’s more a game of wit, and you would probably use it early in a show as an audience (and player) warm-up. Alternatively, you can take your time and play every scene for several minutes, see what develops, and only at the end of each scene tag into another scene. See also Space Jump for an extension of this game.


How it Works:

Great high-tempo exercise. 1 player up front. He’s the goalie. The other players all think of an opening line for a scene, and a character. When everyone has their opening line and character, we bombard the goalie with these offers, one at a time. The Goalie needs to react right away to an offer, acknowledging the opening and character then snap into an opposite character and reply to the opening. Immediately after that the next player comes up with his or her offer.

This exercise is good for teaching players to react right away, and to snap into a character almost without thinking.

Jeepers Peepers

How it Works:

Everybody in a circle looking at the ground. On your sign, everybody lifts their head and either looks straight, left or right. Whenever 2 people look each other in the eyes, they scream as loud as they can, as if they’re startled, and then drop dead. Repeat till only one or 2 players are alive.

Primal Screams

How it Works:

All players in a circle. On player steps into the circle, making a big gesture and a loud sound. Player then steps back, and the rest of the circle imitates the sound and gesture.

Try and do this with open sounds, as loud as possible. As Keith Johnstone says: “Yelling ‘en masse’ is good for the soul”.


How it Works:

Everyone gathers in a circle. One person starts by saying “Did you hear about …” and points to someone else. That player immediately accepts the offer and heightens it. After which everyone gasps or giggles. The person who replies creates a new offer and points at a new player. The blanks can be anything: something as simple as: soup, its getting really expensive these days, or something as convoluted as the white bear that ate a Russian kid for lunch in Novosibirsk last Thursday.


Do not allow other players to become the brunt of the jokes.

SloMo Samurai

How it Works:

Tell the players they are Samurai, and their right forearm is a poisoned sword. Then have them do a slow motion sword fight. The only way to fend off a ‘sword’ is by blocking it with your right arm. If another player’s sword touches your body on any other part than your right forearm, you die a gruesome death (also in slow motion).


Players should not speed up when they are about to get ‘killed’, but rather ‘let themselves be killed’. Good game to teach a little Chivalry.

Also known as Poison Arms.

Sound Circle

How it Works:

Everybody in a big circle. One player starts the game by making a gesture and a sound to his right neighbor. The neighbor immediately imitates gesture and sound, then turns to his right neighbor and makes a totally different gesture and sound. Tell players not to preconceive, ask them to throw themselves into this exercise.


Instead of passing the sound/gesture to your neighbor, players can pass it to any player in the circle.

Try the game without imitating the sound/gesture received; just have players turn around and throw a new gesture/sound to their neighbors as fast as possible. Also known as Pass Catch.

Use names instead of sounds.

Space Jump

How it Works:

Four players participate in this game. One player begins a scene based on an audience suggestion. The next player calls freeze (or and MC calls freeze, the first player freezes), joins the first player onstage and then starts a new scene based on the frozen position. Separately the third and fourth players join the game in the same manner creating new scenes each time. Once all four players are onstage the fourth player calls freeze (or the MC calls freeze) and leaves the scene. The remaining three players must continue the original scene the three of them participated in, justifying their new positions. This continues until the original player is alone on stage in the first scene he/she did. Player one finds an ending for the scene and the game ends.

Theme Line

How it Works:

Any amount of Players line up onstage. The audience suggests themes such as Love, Hate, First Dates, and so forth. The players may then step out of the line and perform scenes together or alone based on the theme. These scenes should be short and sweet. Similar to World’s Worst .



How it Works:

A scene is played, which any player can stop at any time by yelling freeze. At that point, the player steps out of the scene, and tells the audience what his character is really thinking, after which the scene continues. The other characters of course are not supposed to know what players are thinking, but the players do, and should use this.


Players can use this to reveal their hidden motives. Other players can play into this, or purposely ignore this knowledge.

Gimmick: characters may actually have other things on their minds than what’s going on in the scene. E.g. a driver stopped by a cop may be thinking about the groceries his wife told him to get at the supermarket.


The thoughts of the players can also be provided by players off-stage

American Idol

How it Works:

Spoof of American idol, 3 judges and as many contestants as wanted. Contestants can sing well known songs, new creations or audience suggestions. Judges then comment on performance.

Audience Warm-ups

How it Works:

Often an improvised show starts with an audience warm-up. Here are some suggestions:

* Have he pianist/keyboard man make all kinds of sounds and have the audience imitate them

* Ask the audience to stand up and do some physical warm-up. Have them shake their arms and legs.

* Have the audience introduce themselves to strangers, tell a secret their spouse/partner doesn’t know about to a stranger, have them hug a stranger

* Do an interview with the audience, where the MC is one character (say, a headmaster) and all of the audience another (say a naughty child). The audience needs to reply to the interview in one voice (all saying the same at the same time – see One Mouth ). Not an easy one, and if the audience does not feel like doing this it really sucks. When it works it’s a real thrill.

* divide the audience in 3 or 4 groups, and give each group a sound. Rehearse the sound with each group. Then tell a silly story, and use these sounds as sound effects. (We saw a pretty gruesome one in which one group was a car (roar), another a dog (bark) and the third group got a kind of splashing sound. The poor dog got run over by the car… not exactly nice but the audience had fun with it)

* Do a cheering competition between the men and the women.

* Rehearse different kinds of applause (from the ‘polite’ applause when a scene sucks, over an ‘ooh’ applause for a touching scene, to a wild roar for a hilarious scene). Have them rehearse voting for a team by cheering the team name (if that’s your format). Rehearse a ‘Die’ ( see Die ) if i you’re going to be playing scenes in which the audience can decide to throw a player out of the game.

* Give the men and the women a different sound and play with that. Tell them they are members of a wild tribe, the women go ‘Ugh’ when you raise your left hand and the man go ‘Hagawaga’ when you raise your right hand.


How it Works:

One player is the balladeer, who starts singing a ballad about an audience suggestion. The other players actually play what the balladeer sings about, in slow motion.

This is actually group story-building, as the players are inspired by the what the balladeer sings (obviously) but also, their actions can/should inspire the balladeer.


You’re not limited to ballads, of course.


How it Works:

Ask for a silly problem. Player 1 goes into a bar and explains his woes to the bartender in a song. The bartender then fixes the problem in another song.


How it Works:

2 players play an interrogation scene. One is the interrogator, the other is a suspect. The audience gives the actors three unconnected objects or things, The interrogator randomly throws these elements to the suspect, who needs to incorporate these and get himself out of but more likely into (even more) trouble.

And then we have Boris, who is a nasty, huge, but invisible thug assisting the interrogator. Every time the interrogator does not like the suspect’s answers (and also when the suspect does not incriminate himself enough), the interrogator calls on Boris to torture the suspect, prodding him to confess or incriminate him even further.


Do not establish the crime beforehand

The suspect mimes being tortured by Boris

The investigator can tell Boris what to do (break his leg), but it is more fun to leave the choice of torture up to the suspect

If the torture does not go far enough to the investigator’s taste, he can always call in Boris’ evil twin brother, Igor (also invisible)

As a gag, the suspect can also incriminate Boris (who can turn out to be a witness/accomplice to the crime).

Character Obstacle Course

How it Works:

One player receives a task Example: Going to a first date, shopping for milk. The player then begins a scene from beginning to end to accomplish his task. As many players as would like join the game at different times provide obstacles one at a time that the main character must overcome. These obstacles may be other characters or things that could happen to raise the stakes. Example: Players mother could invite his brother along on the date. A person could just shout out 5 minutes to date as the main character is unplugging a toilet. A person could make a ripping sound as the main characters pants rip.


Each problem should relate to the task and be overcome before another is presented.

Dating Game

How it Works:

This is played like a Blind Date show. One player leaves the stage, and the audience provides endowments for the 3 others. Examples might be No. 1 is stupid, No. 2 is a serial killer and No. 3 thinks he’s a macho.

4th player gets to ask 3 questions, and each of the others answers it. After the questions player 4 should guess what the endowments were.

Day in the Life

How it Works:

The MC picks a member of the audience and interviews this person about their average (work) day. Questions asked may include ‘What is your job?”, “Where do you live, with who?”, “What are your hobbies?”, “How do you get to work?”, “Who are your colleagues?”, and more. The players then improvise a day in the life of this audience member, based on the elements provided by the interview.


Instead of playing a real day, play a nightmare – Also known as Nightmare. . Host can ask what the audience member is afraid of or does not like.

Death in a Minute

How it Works:

2 or 3 players play a 1 minute scene, in which one player must die


Tell players to take risks. Why not just drop dead after 5 seconds and leave it up to the other player to justify the death.


How it Works:

A scene is played. Whenever the MC rings a bell (or yells ‘Ding’), the player that is doing something/saying something needs to say/do something else.


Doing ‘something else’ is quite often interpreted as doing/saying the opposite of what you did before. One can be more creative, e.g. repeat what was said in a different emotion.

If you use this as an exercise on Spontaneity the trainer can ‘Ding’ quite often (very frustrating for the players, but they will come up with stuff they never would have thought of before). Disadvantage of this is that the story/characters tend to get lost. Use sparingly for performance.

Director’s Cut

How it Works:

A normal scene is played. At any moment a player not in the scene (or a player dedicated to this particular role) stops the scene and has the actors replay the scene with different emotions, characters, genres or roles. Like a director instructing actors on how to play.

Evil Twin

How it Works:

4 players. 2 will play a scene. The other players are the other’s evil twins. At any point, the ‘twins’ can shout ‘freeze’ after which they tag out their twin, and continue the scene and do something evil. After that, they move out again, and the original twin brother needs to justify the evil, correct or repair the damage done and continue the scene.


Great setups for this game are things like first dates, or meeting your in-laws for the very first time.

Foreign Film

How it Works:

2 players play an improvised story in Gibberish (or a language suggested from the audience), 2 others translate. The idea is to build the story together: the `actors` give elements to the translators, and the translators can help steer the action for the `actors`.


Audience can also give location or character suggestions.

Front Desk

How it Works:

We play a scene, set in the lobby of a hotel. One or more players play the receptionist(s) and the others play guests arriving or checking out, bell boys, repairmen, you name it.

Players construct the environment together – as soon as a door, a plant, a desk or whatever is ‘placed’ by any player, all other players should respect it.

Gibberish Expert

How it Works:

One player is an expert on a subject, often provided by the audience Ex. Bees or the hunting habits of the Care Bears. Furthermore, he`s from a foreign country (perhaps also supplied by the audience). The expert gives a lecture in Gibberish and a second player translates.

Good, Bad and Ugly Advice

How it Works:

3 players, form a line (or sit down). The audience provides questions or problems for which they need advice. The 3 players provide good, bad, and really bad advice.

Have the MC choose who provides what advice, so everyone can have a stab at really bad advice. If the ‘bad advice’ is really bad, then the Ugly advice should be even worse.


It adds to the game if the players adopt characters for their advice.

Goon River

How it Works:

This is a format that consists of monologues. The story is not played, but told. The players (typically 3 or 4) line up in front of the audience, Based on a single audience suggestion they all tell the same story, each as their own character in that story.

The play usually starts with every character introducing him or herself. The order in which characters speak is not really important, as long as they all speak.

After the introductions, things start to happen. Every character reflects on what is happening from their own perspective, and each character adds elements to the story.

Keep going (and make sure that every character keeps contributing) and Reincorporating as long as things stay interesting.

Group Environment

How it Works:

This is a group exercise in building environments. One player starts by entering a `space` through a `door`, and then leaves that space, through the same or through another door. Any doors placed remain where they are, and the characteristics of the door are not to change.

Then another player enters the same space, and places a mimed object in that space, either by physically placing the object (carrying, wheeling or pushing it into the space, or by just `using` it, for example by hanging her coat over a chair. Second players leaves the room, either through one of the established doors, or by placing a new exit.

This continues until every player has done their thing. Each player needs to respect, and perhaps use all objects placed by previous players.


Watch for players Gagging – anyone placing a jukebox in what has clearly been defined as a church is just trying to be funny and making the scene unnecessarily difficult.

Hat Continuation

How it Works:

Start a scene, and identify each of the characters by means of a hat. The MC will interrupt (freeze) the game from time to time, and switch the players’ hats. After the switch each player becomes the character that previously wore his or her hat.

The story needs to continue and should make sense.


A gimmick is Commenting on the fact that characters ‘jump’ in space when the hats get switched. Use sparingly.

He Said She Said

How it Works:

Excellent game to show how Endowment works. 2 players; each player will state the action the other player must perform, followed by his own line.


* 1: “I want a divorce”

* 2: “She said, while grabbing a knife from the kitchen table.” At this point player 1 needs to take a knife. Player 2 continues with his own line. “Sure Honey”

1: “He said, while turning to the sports page of the paper”. Now, it’s quite clear that player 2 should be paying more attention to the paper than to his wife. Player 1 continues with her own line. “You’re not listening to me” and so on.

Players refer to each other as ‘he’ and ‘she’, and endow each other with the next action to take. This can be quite funny, if you endow your partner to do crazy or not-so-nice things to you or to themselves.


How it Works:

Excellent game to train listening skills.

4 players, one leaves the room. Pick a means of transportation, and an object. The idea is that player number 4 needs to guess the means of transportation, and then use the object to hijack the others.

The players need to provide hints to the hijacker, but they cannot explicitly tell the hijacker what to do, with what or why.


Works best is players take risks. If they to the ‘wrong’ thing or use the wrong object the audience will probably just laugh, and that should be enough to signal the player he’s going the wrong way.

Hitch Hiker

How it Works:

Use 4 chairs to build the interior of a car. One player starts driving the car, and another player becomes a hitch hiker, hiking a ride. The hitch hiker character has a particular character tick or particular emotion, which the driver takes over.

Other hitch hikers join in, each with their own characteristics or emotions, taken over by the driver and the passengers in the car as the hiker joins. When the car is full, one of the players leaves the car to make room for the new guest.


Don’t forget to justify leaving the car.

Irish Drinking Song

How it Works:

4 players sing a song about a subject, given by the audience, on an Irish-souding tune, one line at a time. 4 lines make 1 verse; after the first verse, a second verse is started by player number 2; and so forth. After 4 verses every player has both started and ended a verse and the song is over.


See Whose Line is it Anyway clips online for the exact tune and style



Players stand in a line and either close/cover their ears or leave the room. An MC then asks the audience for questions and answers. Examples would be:

What is the color of an American school bus? Yellow.

What is dyslexia? Not being able to make words out of letters.

Write down the answers, not the question.

Then give the players an answer and let them come up with questions that might be answered correctly by that answer. It`s kind of like `what would the worst/sillies/funniest question be that could have this answer?

Little Voice

How it Works:

One player plays a scene. The other player(s) play the voice(s) of objects in the environment in which the first player plays.

Anything can have a voice. For example:

* a player walks in a forest and an ant starts talking to him

* a player is in the bathroom and his toothbrush starts talking


You can script the text of the little voice, and have the player justify anything that is said.


Make sure players immediately make clear what exactly is doing the talking. Either the voice makes this clear, or the other player:

* Oh my god, a talking duck with a machine gun!

* Bet you’ve never seen a talking couch, have you?

Mad Scientist

How it Works:

Four players form onstage a creature of some form with their bodies, utilizing levels and movement (sounds if wanted). A fifth player joins the scene as the Mad Scientist he describes what each portion of the monster is. The Monster then attacks the Mad Scientist (as all creations do) the Mad Scientist then defeats the creature using something from his original description.


The Mad Scientist should not build in a self-destruct switch he should creatively use the description against the monster. The players playing the monster should act in a way that allows the Mad Scientist to solve the problem if he/she is taking too long get him/her!

Movie Producer

How it Works:

One player is a “writer” and brings his script to the producer, when he pitches his idea another two actors act out the scene and then the producer takes it changes it and the actors act it out again

Movie Review

How it Works:

4-10 players. Ask the audience for a movie title. 2 players will do a Siskel and Ebert type movie review, as the movie is discussed, other players play parts of the movie.

Ounst/Spish, T-bor, and Boondogle

How it Works:

Four players are onstage, one player assumes the role of narrator while the other three characters become Spish, T-bor, and Boondogle. The narrator asks the audience for a location, for her story about Spish, T-bor, and Boondogle. Once the location is picked the narrator introduces the characters each player says hello in a distinct character voice that belongs to their character, this is important as the players must remember these voices for the rest of the scene. Boondogle must always be lying down, T-bor can only speak when another character is touching him, and Spish has no limitations. After all of this is decided the narrator then begins the story and consequently the scene. After the initial narration the narrator may at anytime during the story say “Ounst” this indicates the narrator would like to speak. During this time the players freeze and if they wish they can steal another player’s character, they switch places and then continue in their new roles remembering to use the previous player’s distinct character voice. During this time players may also switch with the narrator, the narrator then fills the role of the player who switched them out. The new narrator continues to tell the story.

Party Quirks

How it Works:

One player plays a character that is having a party. The other players will be the guests, and the audience provides us with who the guests might be, with fictional characters or characteristics. Of course the host does not know who the guests are. His task is to guess who the guests might be, based on hints the guests offer.

The games is over as soon as the host has guessed all guests.


How it Works:

Before the show, ask the audience to write simple sentences on slips of paper. Anything goes.

The game is played by 2 players. Ask for a location, or a profession, and have every player draw 3 of these slips. Players put these in their pockets without reading them.

Then a scene is played, in which at any point in time, players replace what they might have said, by whatever is on the piece of paper they draw out of their pocket. Try to incorporate/justify whatever is your line into the scene.


Try to avoid thinks like ‘My granny always said’ – you want your character to say whatever is on the piece of paper – don’t try to put those words into someone else’s mouth.

Press Conference

How it Works:

This is a verbal improv game, played with 3 to 8 players. One player leaves the room, while the audience provides the name of a famous or historical person. The `absent` player will give a press conference, but he does not know who he is. The other players are journalists, whose questions should provide indications to who the mystery guest might be. The Game ends when our player guesses who he is.

Puppets/Living Statues

How it Works:

4 players. 2 players will be puppets; these players offer the lines of dialog in the scene, but they are not allowed to move about themselves. The other 2 players are the puppet masters, that will provide the movements for the puppets.


Some groups use audience members to play the puppets or the puppet masters.

Scene To Music

How it Works:

A silent scene is played based on the mood or feeling of the music. Players may move in time with the music to add another element to the game. A complete story should be told and the audience should understand what took place.

Slide Show

How it Works:

Give one player a big activity, perhaps a trip through the jungle, or the construction of a home. This player needs to present a slide show; the other players will play in still tableaus what’s in the slides.


The idea is that the story is built both by the presenter, and by the images the other players present in the slides. Sidecoach players not to simply just ‘build’ what the narrator has described, but to extend it, to build/show the sequel or next step in the story.

Slo mo Commentary

How it Works:

In this game, an everyday activity is performed in slow mo as if it were done at the olympics or at a world championship. Two players are the athletes, and the two others are in a TV studio commentating on the action as the athlete performs the task.

Usually, something goes wrong and the athlete fails miserably. Gimmicks may include:

Interviewing the athlete on the field after the win (or the disaster)

Asking for a replay of a particularly dramatic moment

Asking for a replay with a different camera (different angle)

Stunt Double

How it Works:

A scene is played by 4 players. 2 actors and 2 stunt doubles. Every time a player needs to do something difficult/unpleasant, another player jumps in as a stunt double. When done, the stunt double freezes the scene and the original player continues the scene.

Silly Stinky Sexy

How it Works:

4 players. Each player endows each of the other players with either sexy-ness, silly-ness or stinky-ness. Have them play a scene in which people come together, at a party, a picnic, in church. Afterwards, ask the audience if they could see who endowed who with what.


The players should not know who endowed who with want until after as well.

Six Episodes

How it Works:

Excellent game to teach group storytelling. Give a big task, like ‘The launch of a new flavor of coke’, or ‘Building a new clubhouse for the girl scouts’. The players get 1 minute to prepare 6 scenes, in which the given task needs to be completed. After 1 minute there is no more discussing, they just play the 6 scenes.

Time it and see if they can make their minds up. Quarreling will just slow them down, so this will only work if players agree; they should be immediately Accepting any usable ides.

Sounds Like a Song

How it Works:

Play a scene (or series of scenes). At any time, anyone can stop the scene and say ‘Sounds like a song’, after which the player(s) sing a song based on the last line that was spoken, or last action that was done.

St. Peter’s Gate/Eulogy

How it Works:

4 players are at St. Peter’s Gate in Heaven the first three tell monologues, that do not connect at all, about how they died the final player listens to each monologue and then tells his or her story connecting all the deaths together. The first actor may ask for an occupation or such from the audience.

Super Heroes

How it Works:

Usually 4 players, play this game. First player gets from the audience a silly little problem, like my shoelaces are untied, and a silly super hero title. First player starts a scene in which the Problem arises, and her character is unable to fix the problem. Hence she calls in the help of a new Super hero who she will name. Use whatever you can think of first. Say Toothpaste Man. Again this hero comes in messes up even more and calls in yet another hero. Once all the heroes are in they use all of their powers together to fix the problem.


Add a Super Villain behind the problem


How it Works:

Four to six players play a scene. Then the audience chooses one of the players to get “voted off the island.” The remaining players do the scene again, covering everything that happened the first time. Then another person gets voted out, and so on until one person has to act out the scene all by themselves.

There are various ways of re-playing the original scene, even when only one player left: player can do a monologue, can play all original characters herself, you name it …

You can play this for an audience, but it’s also a great listening and paying-attention exercise.


How it Works:

You need at least 3 players for this one. Give each player a word. Start playing a scene with 2 players. As soon as a player hears her word, she has to leave the scene. As soon as she hears her word again, she needs to walk into the scene again. Each character acts in the same manner entering and exiting on their word. Walkouts and re-entrances need to be justified.

Weird Newscasters

How it Works:

4 players, who play characters in a TV newscast. One will be the lead anchor, another will be his co-anchor, another will do the weather, and the third is a reporter at a location. All but the lead anchor are given characters or characteristics. Then a newscast is played. You can add any other position on a TV news team.

World’s Worst

How it Works:

Players line up, and the audience provides verbs, hobbies, occupations, flavors, products, etc. The players need to come up with the worst possible way of doing/being what the audience suggests. Players do so by saying one liners or acting out small scenes together or alone.

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