Improv Bible

Improv games for beginners

The first class decides who comes back. These games ask nothing that a beginner cannot give: no wit, no character work, no story. They ask for presence, and they make failure cheap — because the person who is terrified of being bad is the person who will be bad, and the only cure is a game where being bad costs nothing.

Ask the Expert

ShortformLv 11-2 👤8
Character

One player is an expert on a subject the audience invents — the mating habits of clouds, competitive napping — and takes questions from the host or crowd. The expert knows nothing, and it doesn't matter: the game is total, unshakeable confidence. Every answer is delivered as settled fact, and the expert is never, ever wrong. It's a pure confidence and character drill, ideal for nervous players. There's no scene to build and no partner to track — just the discovery that commitment alone is funny, and that certainty invents its own logic if you never flinch.

Big Booty

WarmupLv 18+ 👤8
Body & energyListening

Everyone stands in a circle. A player gets designated as Big Booty. From him, each player gets a number, going clockwise from Big Booty (Player on his left is number 1) Before starting the game, everyone to call his number one by one, saying Number XX, one after another: - First player on the left of big booty says 'Number one' - The player on his left says 'Number two' And so on, and so on.. The objective of the game is to call each other, starting by saying your number, followed by the number of the person you are calling out Starting the game, everyone says in rhythm: "Big booty big booty big booty, oh yeah" Big booty starts and says his name and calls someone: Big booty - "Big Booty, Number 2" Player Number 2 - "Number 2, Number 7" Player Number 7 - "Number 7, Number 1" Player Number 1 - "Number 1, Big booty" (yes you can go back to Big booty) .. And so on and so on. But IF anyone screws it up, breaks the overall rhythm, everyone says "Oooooh shit", the player moves to the right of Big Booty, and becomes the last number of the group. Consequently, everyone who was on the left of the losing player now has a new number - (Always starting from 1 on the left of Big booty) When anyone has failed and moved to the last number, start again, 'Big booty big booty big booty, oh yeah'

Categories (Rubbing the goggle)

WarmupLv 16+ 👤6
Words & language

People stand in circle. A category is called out — breakfast cereals, French rivers, reasons to be late, colors, things you can say about you car but not your wife, etc. It can be anything Going around the circle on a steady beat, each player names one item that fits. Hesitate, repeat something already said, or break the rhythm, and the category resets to a new one: The circle reduces, everyone comes to the centre and says 'rubbing the google, rubbing the goggle, rubbing the goggle' (mime rubbing a globe with your hands) until anyone with a category idea says it, people go back in circle, and so on..

Character Walks

ExerciseLv 14+ 👤10
CharacterVoice & articulationBody & energy

Players walk the space, leading with one body part at a time — the nose, then the chest, the pelvis, the knees. Each lead changes the whole body, and from that changed body a voice, an age, an attitude and an opinion are allowed to emerge. Then they meet others and make small talk fully in character. It teaches that character starts in the body, not the head. Rather than inventing a personality and bolting it on, players discover one from a physical impulse — which produces truer, fuller, more surprising characters than "I'll be a grumpy pirate". It builds a reliable physical toolkit for finding people fast on stage.

Complaint Letter

ShortformLv 12 👤5
Words & languageListening

Two players write a letter of complaint together, one word at a time, alternating strictly — "Dear... Sir... I... am... writing... to... complain...about". At the end of the letter, optionally, 2 other improviser can answer to the complain letter.

Crazy Eights

WarmupLv 14+ 👤4
Body & energy

Everyone shakes out their right arm eight times counting aloud, then the left arm eight, right leg eight, left leg eight. Then four of each, then two, then one — the count speeding up as it shrinks — and it ends on a single shake and a group cheer. Ninety seconds, no thinking, whole body awake. It's the fastest way to move a group from sitting-and-tired to standing-and-ready, and the shared countdown and final shout knit everyone into one energy before the session proper begins.

Do Nothing

SoloLv 11 👤5
EmotionBody & energy

Sit facing a wall. Five minutes. Play nothing, prepare nothing, chase no idea. When the urge comes to move, to check your phone, to invent a scene — notice it, and stay.

Dub the Muted TV

SoloLv 11 👤15
Words & languageCharacter

Mute a drama or a talk show and dub every character out loud, live. You choose neither the entrances, nor the silences, nor the looks: you have to justify whatever happens, exactly as on stage. Fifteen minutes, never stopping to think.

Emotional Scales

SoloLv 11 👤8
Emotion

One flat sentence ("there's still some bread"). Say it in eight successive states: tenderness, contempt, panic, boredom, greed, guilt, triumph, exhaustion. Film yourself. The point isn't to play all eight well — it's to find the three your body refuses.

Emotional Symphony

ExerciseLv 15+ 👤8
EmotionVoice & articulation

A conductor assigns each player an emotion expressed as a sound and movement — sobbing grief, giddy joy, seething rage. Then they conduct the group like an orchestra: raising and lowering the volume, cueing solos, swelling everyone at once, cutting to silence. The room becomes a living instrument of feeling. It's pure permission to be big, loud and emotional with zero pressure to be clever or make sense. Shy players discover their volume, everyone practises committing to a single strong emotion on cue, and the group tunes into a conductor's shared control. It's a joyful warm-up that dissolves inhibition and reminds a room that emotion, fully expressed, is already compelling.

Emotional Zones

ShortformLv 12-3 👤8
Body & energyEmotionStory

The stage is divided into invisible zones, each assigned an emotion — grief here, ecstasy there, paranoia, etc. . Players run an ordinary scene, but the instant they step into a zone their emotional state snaps to match it, full blast, while justifying the change of mood.

Enemy & Defender

WarmupLv 110+ 👤6
Body & energy

Each player silently picks two others: an "enemy" and a "defender", telling no one. On go, everyone moves at once, trying to keep their defender positioned between themselves and their enemy at all times. Since everyone's targets are secret and different, the room churns into constant, purposeful motion — then freeze and reveal the hidden web. Hidden pattern, visible chaos. It fills the space, raises the heart rate, and shakes off the outside day in a couple of minutes — while quietly training players to hold an intention while everything around them keeps changing.

Environment Build

ExerciseLv 14+ 👤10
Object & space

One player enters an empty stage and uses a single object with full detail — a specific mug on a specific shelf. Each new player adds another object, respecting everything already placed, until a whole space exists in the air. Then the group plays a short scene inside it, honouring every established object. It builds space-object work and shared spatial memory — the invisible set that most improvisers neglect. Players learn to make objects real and consistent, to remember where the door and the sink are, and to let the environment feed the scene. A group that can build and hold a space together looks instantly more skilled and grounded.

Freeze Tag

ShortformLv 14+ 👤10
Body & energyStory

Two players improvise a scene with big, clear physicality — reaching, leaning, grabbing. At any moment anyone in the group shouts "Freeze!", taps one player out, and takes over their exact frozen position. From that same pose, they launch a completely new scene, justified by the bodies. It keeps rotating, fast. It is the classic shortform opener because it teaches two core reflexes at once: reading a physical picture and committing to a fresh idea instantly. The pose is the offer — the game rewards players who make bold shapes and jump in without a plan.

Gibberish Circle

WarmupLv 15+ 👤5
Voice & articulationWords & language

A player sends a short gibberish phrase — nonsense sounds, full of intention — around the circle. Each person repeats what they think they heard and transforms it a little as they pass it on, like a spoken game of telephone. Then split into pairs for short gibberish conversations, complete with emotion and meaning. Stripping away real words forces everything else to carry the scene: tone, face, body, rhythm. Players who hide behind clever dialogue discover how much they can express — and how much they can understand — with no vocabulary at all.

Gift Giving

ExerciseLv 12 👤8
CharacterGroup mindObject & space

Pairs exchange imaginary gifts. The giver mimes handing over a wrapped box — the receiver opens it and defines what it is — "A puppy! You remembered!" — and the giver instantly justifies the choice as if they'd planned it all along. Swap roles and repeat, keeping the objects specific and the reactions warm. It drills two skills at once: endowment (the receiver names the gift, making a bold offer) and joyful acceptance (the giver says yes to whatever they're handed). It teaches players to give each other gifts on stage — to set a partner up to look good — and it quietly builds space-object work and the generosity that makes ensembles thrive.

Good, Bad, Worst Advice

ShortformLv 13 👤8
Character

A panel of three takes real problems from the audience — my boss hates me, my plant is dying. One panellist always gives genuinely good advice, one gives clearly bad advice, and one gives catastrophically terrible advice, in that order. The frame is simple, but the room for character and escalation is enormous. It's an accessible character game with a clear engine. The fixed roles free players from inventing structure, so they can pour everything into distinct voices and heightening. It teaches playing to a defined function within an ensemble and finding the comedy in escalation — the "worst" seat is a masterclass in commitment.

Helping Hands

ShortformLv 12 👤8
Body & energyObject & space

One player stands with their arms tucked behind their back while a partner kneels behind them and pushes their own arms through to become the front player's hands. The front player speaks and acts — a cooking demo, a makeup tutorial, a first date — while the hands do everything physical, often messily, with real props. It's a two-body partnership that forces total collaboration. Neither player controls the whole picture, so they must anticipate and support each other constantly. It teaches shared physical storytelling and the surrender of solo control — plus it's pure visual delight, especially with actual food or liquids in play.

Hum First

SoloLv 11 👤5
Voice & articulationMusic & rhythm

Before any voice work, hum. Lips closed, an easy "mmm" on a comfortable note, and feel where it buzzes — start at the lips, then move the buzz up into the nose, the cheekbones, the forehead. Slide the hum up and down, chasing the tickle into new places. Five minutes, no words, no performance. The voice you use on stage is the one you warmed up, or the one you strained. Humming wakes the resonators — the hollow spaces that let a voice carry without shouting — and it's the gentlest way to find volume that doesn't wreck your throat. Do it in the shower, in the car, before a show.

Kitty Wants a Corner

WarmupLv 18+ 👤8
Body & energy

Players stand in spots around the space with one "kitty" in the middle. The kitty approaches someone and says "Kitty wants a corner" — that player replies "Ask my neighbour" and points them on — while, behind the kitty's back, everyone else is quietly swapping spots with each other. The kitty pounces on any spot left empty, and whoever's stranded becomes the new kitty. Pure playground energy, and sneakily useful: it trains peripheral awareness and silent group coordination. Players have to plan swaps with their eyes while keeping a straight face at the kitty — split attention, wrapped in fun.

Make a Coffee, Really

SoloLv 11 👤10
Object & spaceBody & energy

Make a coffee entirely in mime, in real time, with no shortcuts: the weight of the bag, the click of the lid, the heat of the cup, the spoon against the china. Twelve minutes if that's what it takes. Then make one for real, and compare — you'll discover everything you had invented.

Melody Mirror

ExerciseLv 14+ 👤8
Music & rhythmListening

In a circle, one player sings a short melodic phrase on a single syllable — the group repeats it exactly. The next player offers another. No words, no meaning to find: only a melody to hear and give back.

Mind Melt

WarmupLv 12+ 👤5
Words & languageGroup mind

Two players count "1, 2, 3" and, on three, blurt a word at the same time — any two words, unrelated. Then they count again and each tries to say the word that sits "between" the two. Repeat, and the words drift together until, magically, both say the same one. Celebrate, and start fresh. It's the clearest drill there is for building a shared brain. Players learn to abandon their own clever idea and reach for the obvious common ground — which is exactly what makes two people agree on a scene.

Mirror Exercise

ExerciseLv 12 👤8
Body & energy

Pairs face each other. One leads slow, continuous movement — the other mirrors it so precisely that an outside eye can't tell who's leading. Switch leaders, then dissolve leadership entirely so the pair moves as one, with no source. Silence and slowness throughout. It's a foundational connection drill. It forces players to give their partner total attention and to move at a shared, unhurried pace — the opposite of the panicked speed that wrecks scenes. It builds the physical listening and non-verbal attunement that underpin group-mind, and it visibly calms and focuses a room within minutes.

Name Six

WarmupLv 16+ 👤6
Words & language

A ball or beanbag is passed around the circle while one player in the middle is given a category and must name six things in it — six vegetables, six film stars — before the ball completes its lap back to where it started. Beat the ball and you escape — get caught mid-list and you keep going or swap in. The ticking lap turns knowing into performing. It trains fast recall under real, visible pressure, and the whole circle roots for the person in the middle — so it builds group warmth as much as it builds quick thinking.

Narrate Yourself

SoloLv 11 👤10
StoryWords & language

Narrate what you are doing out loud, in the third person and the past tense, like a novel: "He opened the fridge, hesitated, and closed it again." Ten minutes. Then switch to the story spine — "because of that… because of that…" — and turn a dull evening into a story that moves.

One Word Story

ExerciseLv 13+ 👤8
Words & languageListeningStory

A group tells a single story, one word per person, going around the circle. The aim is not cleverness but coherence — a boring, grammatical, sensible story that anyone could follow. "The… dog… ran… to… the… shop." Advanced versions use one sentence each, or two-word chunks. It's a listening and letting-go drill. Players must abandon the sentence they were planning and serve the word that just landed, keeping grammar and sense intact. It teaches that improv is built on the previous offer, not your own agenda — and the discipline of "boring" here is exactly the unshowy support that makes real scenes work.

Pass the Clap

WarmupLv 16+ 👤5
Body & energyListening

In a circle, you pass a single clap by clapping in unison with the person beside you — you both hit it at the exact same instant, then they turn to their other neighbour and pass it on. The clap travels around the ring, and the whole game is landing that shared beat together. Level 2: Players have the possibility to 'double the clap', instead of turning to the next improviser, player can clap again, and the direction changes.

Pillars

ShortformLv 12+2 👤8
Words & languageStoryAudience

Two audience members are brought on stage to stand as "pillars" at the edges. Two players run a scene, and whenever a player runs out of words or wants a jolt, they tap a pillar, who says any random word aloud — and the player must instantly fold that word into their next line as if they meant to say it. It's a justification and spontaneity drill with a built-in curveball. The player can't plan the word, so they practise accepting a random gift and making it belong. It teaches quick integration and the reflex of never breaking the scene for a surprise — plus it pulls the audience delightfully into the action.

Read It Like You Mean It

SoloLv 11 👤8
EmotionVoice & articulationWords & language

Take any paragraph — a news story, a recipe, the back of a cereal box — and read it aloud three times, each with a different intention: seduce someone with it, threaten someone with it, confess it in tears. Same words, three completely different voices. Then read it flat, and hear how empty flat sounds next to the other three. The words are rarely the problem on stage — the voice carrying them is. This drills the truth that HOW you say a line matters more than what it says, and it builds the reflex to colour speech with real intention instead of reciting. A cereal box read as a seduction proves, once and for all, that the voice does the acting.

Rhyme Tennis

ExerciseLv 12+ 👤5
Music & rhythmWords & language

In pairs, you throw rhymes at each other from a starting word, without pausing, until someone dries up — and you celebrate the failure loudly before starting again. The point is not to win: it is to learn to miss a rhyme in front of people without the world ending.

Samurai

WarmupLv 18+ 👤6
Voice & articulationBody & energy

Players stand in a circle as sword-wielding warriors. One raises the sword overhead with a loud "HA!", then "strikes" toward another player with a second "HA!". That target raises their sword with a "HA!", and the two players on either side of them slash at their belly with a "HA!". The target then strikes someone new. Miss your cue, hesitate, or stay quiet, and you're out. It demands the three things beginners hold back: big voice, big body, and instant reaction. It's loud on purpose — it burns off nerves and gets a timid group committing fully within minutes.

Scenes From a Hat

ShortformLv 14+ 👤8
Words & languageAudience

The audience's written suggestions go into a hat — "bad things to say at a funeral", "rejected superhero powers". The host draws one, reads it, and players step out in ones and twos to fire off the quickest possible take, then step back. Drop a dud, move on instantly. It's rapid-fire and disposable by design. It's the best low-stakes opener there is: no scene to sustain, no story to protect, just one idea hit hard and abandoned. It teaches players to commit to a single beat and then let it go — and it's a reliable crowd-warmer that hides individual misses inside the pace.

Sing the Mundane

ExerciseLv 11+ 👤6
Music & rhythmEmotion

Sing a shopping list, an instruction manual, the terms and conditions of a contract — with the commitment of a great operatic aria. The gap between the flatness of the text and the gravity of the singing does all the comic work.

Slide Show

ShortformLv 14+ 👤8
Story

One player narrates the slide show of their holiday, expedition or disastrous wedding, clicking through invisible photos. On each "click", the other players instantly freeze into the tableau of that slide, and the narrator justifies whatever pose they see — no matter how strange. Rotate the narrator between rounds. It's a justification and teamwork gem. The frozen players make a bold, blind offer with their bodies, and the narrator's job is to say "yes" to it and fold it into the story. It teaches players to make and accept surprising physical gifts, and to build meaning after the image, not before.

Sound and Movement Pass

ExerciseLv 16+ 👤8
Body & energy

In a circle, one player crosses toward another with a repeated sound-and-movement — a gesture and a noise fused together. The receiver takes it on exactly, mirrors it back for a moment, then gradually transforms it into a new sound-and-movement of their own and carries that across to someone else. The impulse travels and mutates around the circle. It frees the body and voice together and trains committed transformation. Players learn to fully receive an offer before changing it, and to let a new impulse grow out of the old rather than being manufactured from the head. It's a superb loosener that kills self-consciousness and builds the accept-then-transform reflex at the heart of "yes, and".

Sound Ball

WarmupLv 16+ 👤5
Object & space

Throw an imaginary ball across the circle. As you throw, you make a sound — the catcher receives that exact sound with their body, then invents a new sound as they throw it on. The ball is never silent and never dropped. It does two jobs at once: it wakes up the voice and it trains real give-and-take. Catching the sound fully — matching its size and weight — is a listening exercise in disguise, and it primes the vocal freedom that scenes need.

Sound Effects

ShortformLv 12+2 👤8
StoryAudience

Two players act out a scene while two others — offstage players or audience members — provide every sound effect live with their mouths: the door, the footsteps, the sizzling pan, the thunder. The actors must hear each sound and incorporate it truthfully, letting the sound shape what happens next. It's a listening-and-yielding drill disguised as a crowd-pleaser. The actors can't plan, because they don't control the world — they have to accept each sound as real and justify it. It teaches surrender to offers you didn't choose, and it's reliably delightful for an audience.

Space Jump

ShortformLv 14-5 👤12
Story

One player begins a solo scene. A second player freezes the stage, taps in, and starts a brand-new scene with both of them. A third freezes and joins, then a fourth — each freeze launching a fresh situation with everyone in it. Once the top is reached, the scenes unwind in reverse: players peel off one at a time, and each earlier scene resumes exactly where it froze. It is a memory and structure feat. The unwind demands that everyone recall the precise position, energy and topic of every prior scene and snap back into it instantly. It teaches scenic recall, clean transitions and group discipline — and the reverse cascade is deeply satisfying when a team nails it.

Story Spine Drill

ExerciseLv 12-6 👤10
Story

A quick, seated version of the story spine. In pairs or small groups, tell rapid little stories by filling the frame aloud: "Once upon a time… Every day… But one day… Because of that… (x3) Until finally… Ever since then." Rotate who supplies each beat. Keep them short — a minute a story — and do many. It drills story structure without the pressure of performance. Players internalise the shape of a satisfying narrative — a normal, a disruption, escalating consequences, a resolution — so it becomes instinct rather than theory. It's the gentlest possible introduction to narrative thinking, and it directly feeds the longer story-spine play and any show that needs a real ending.

The Eavesdropper's Notebook

SoloLv 11 👤20
ListeningWords & language

At a café, write down real speech: not what people say, but HOW — the repetitions, the unfinished sentences, the "anyway", the silence after a question. Take five exact lines home and speak them out loud.

Three Faces in the Mirror

SoloLv 11 👤10
CharacterBody & energy

In front of a mirror: pick three people you crossed paths with today — the cashier, the man on the bus, your boss. Take each one's body for sixty seconds: the back, the rhythm, the gaze, the mouth at rest. Don't hunt the caricature, hunt the exact posture. Move from one to the next without stopping.

Three-Headed Expert

ShortformLv 13 👤6
Words & languageGroup mind

Three players stand shoulder to shoulder as a single expert, answering the audience's questions one word each, in turn, building sentences no one controls alone. The three-headed being always agrees with itself — it never contradicts, it only adds. Punctuation and full stops are up for grabs too. It's a group-mind and listening drill of the highest order. Nobody can steer the sentence, so everyone must offer the most obvious, useful next word and let the meaning emerge between them. It teaches surrender of authorship — the same letting-go that makes an ensemble think as one on stage.

Three-Line Scenes

ExerciseLv 12 👤10
Words & language

Rapid-fire two-handers. Player A initiates, B responds, A responds again — and the scene is over. Next pair, go. In three lines you must establish who you are to each other, where you are, and what's going on, then blackout. Drill dozens back to back. It trains the strong initiation and the ability to establish a scene fast — the skill that beats the deadly "vague first ninety seconds". Because there's no time to discover slowly, players learn to make a bold, specific offer immediately and to give their partner something real to play. It's the single best cure for weak, wandering scene openings, and the reps make it instinct.

Trip Your Tongue

SoloLv 11 👤5
Voice & articulationWords & language

Pick a tongue-twister and run it slowly, exaggerating every consonant until your lips and tongue ache — "the tip of the tongue, the teeth, the lips", "red leather, yellow leather". Only once it's perfectly clean do you speed up. Do three or four, then read a random paragraph aloud with that same crisp attack on every word. Half of being understood on stage is consonants. An audience forgives a quiet voice, never a mumbled one, and articulation is a muscle that only sharpens with reps. Two minutes of this before you play and the back row hears every single word — which is where half of comedy's timing actually lives.

Whoosh Bang Pow

WarmupLv 18+ 👤8
Body & energy

An energy circle with three commands. "Whoosh" passes the energy to your neighbour. "Bang" blocks it and sends it back the other way. "Pow" throws it across the circle to anyone. The group keeps the energy alive and moving, reacting instantly to whatever comes at them. It's Zip Zap Zop with choices: now players have to decide, fast, and stay ready to receive from any direction. A superb wake-up that sharpens reaction and keeps everyone in the game.

Word Association Circle

WarmupLv 15+ 👤5
Words & languageListening

Around the circle, each player instantly says the first word the previous word triggers. "Ocean" — "blue" — "sky" — "bird". No judging, no planning, no cleverness. Just the honest next thought, out loud, on the beat. It trains the single most important reflex in improv: saying the first thing without editing it. Players who learn to trust their instinct here stop censoring themselves in scenes — which is where all the freezing and over-thinking comes from.

World's Worst

ShortformLv 14+ 👤6
Words & language

The group forms a loose line. A category is called — the world's worst surgeon, babysitter, wedding toast. One at a time, players step forward, deliver the single worst possible version of it in a line or a beat, and step back. Quick hits, no scenes, endless rotation. It's the ultimate pace-changer and idea-generator. There's no story to protect, so players practise pure joke instinct and the discipline of stepping out only when they've got one and clearing fast when they haven't. It also surfaces a group's comic voices quickly — useful early in a workshop.

Yes And Circle

ExerciseLv 14+ 👤8
Group mind

In pairs or a circle, build a shared plan one line at a time, each sentence beginning with "Yes, and…": "Let's throw a party." "Yes, and we'll invite the whole street." "Yes, and we'll hire a brass band." Then run the same plan again with "Yes, but…" and feel it wither. The contrast is the lesson. It's the most direct drill of the core improv reflex: accept the offer, then add to it. Players feel in their body how "and" builds momentum and "but" strangles it — and they carry that felt difference into every scene, where blocking is almost always a quiet "yes, but" in disguise.

Yes Let's!

WarmupLv 16+ 👤6
Body & energyGroup mind

Anyone shouts an idea — "Let's all paint a fence!" The whole group roars "YES, LET'S!" and does it, fully, together, until someone offers a new activity — "Let's all be seagulls!" — and everyone commits to that. No idea is refused, ever. It is the purest "yes, and" drill in existence, stripped down to its core: accept every offer, and throw your whole body behind it. Players feel, physically, how good it is to be agreed with — and carry that generosity straight into their scenes.

Zip Zap Zop

WarmupLv 16+ 👤5
Body & energy

Stand in a circle. A player sends energy to someone with a sharp clap-and-point and "Zip". That person passes it on with "Zap", the next with "Zop", then back to "Zip" — always in that order. The energy flies around the ring, faster and faster. It's the first warm-up for a reason: it asks for nothing but eye contact, a clear gesture, and the nerve to commit out loud. Nobody has to be funny — they just have to be present and awake.