Walkabout – In Walkabout, students walk around the stage randomly, keeping their hands at their sides and being careful not to bump into others. They should walk at the speed given by the caller: 1 is super slow mo, 3 is a regular walk, and 5 is very fast but not running. When the caller says, “Stop!” students must stop where they are and then proceed into the activity or game as directed.
Stage Locations Tic Tac Toe
This game needs 2 captains. Each captain will choose 7 players for their team. The teams line up off-stage on either side of the room. Rock, paper, scissors to decide which captain goes first. The winner gets to direct his first player to a chosen spot on stage (ex: Upstage Center). The player must proceed to that location with no help from others. The other captain directs their first person to another chosen stage location, first captain directs their second person, and so on. If a player goes to the wrong location, they are out and the captain loses that turn.
The objective is to get three players in a row horizontally, vertically, or diagonally. The first captain to do so is the winner.
Last Man Standing
Go Walkabout. Stop when directed. Note which stage location you are in at that time – if you are between locations, choose one and move fully into it. The caller will pull a stage location from the cup and announce it. Anyone in that location is out and must leave the stage. Continue playing until only one person is left. That person is the winner.
Ships and Sailors
- One person acts as the captain and calls directions. Everyone else (the crew) is on stage.
- The captain calls out commands; the crew must follow them.
- Commands include:
- Ships – run to the left
- Sailors – run to the right
- Back of the Boat – run to the back
- Captain’s Coming – salute the captain; you must remain in this position until the captain releases you with the command “At Ease“
- Seals – grab a partner and act like seals; anyone left without a partner is out and must leave the stage
- 3 Men Rowing – grab two people and act like you are rowing a boat; anyone left without a trio is out and must leave the stage
- 5 Men Pointing North – group into 5’s and point towards the Northern Star; anyone left without a group is out and must leave the stage
*Those who are “out” become sharks. At any time, the captain may declare “Sharks in the Water” at which time the sharks must chase those remaining crew members. Any crew members caught are out. To clear the sharks from the water, the Captain must declare “The Water is Clear“.
The game ends when there is one crew member remaining.
Props
- Line up by row on the stage. (One row at a time, please. The other rows will remain in their seats and act as the audience.)
- Choose a prop from the box.
- Take center stage and use the prop in a brief (one line) performance.
- Return the prop to the box and take your seat.
- The next person in lines repeats the process, but may not use the same prop.
The Mirror Game
- Get a partner.
- Stand face to face, about a foot apart.
- Choose which of you will be the leader. This person will initiate movements, which the other person will mirror (perform in exactly the same way, as if you were watching yourself in a mirror).
- Work together to form a partnership; try to get into sync so that the follower can practically anticipate the movements of the leader.
- When you are able to create a convincing mirror image, switch so that the leader becomes the follower and vice versa.
Who Am I?
- Take a slip of paper from the blue table.
- Write the name of a well-known actor or musician on the paper.
- Fold the paper and place it into the container.
- Divide into two teams.
- A member of the first team will pull a paper from the container. He/she must describe the person on the paper to his/her teammates. The presenter MAY NOT give names or any biographical information. He/she must describe the person’s physical characteristics, vocal qualities, and facial expressions to the team. The object is for the teammates to guess the name on the paper through descriptions and impressions.
- If a team member guesses the name within one minute, that team gets to take another turn. If no one on the team guesses correctly, the name goes back into the hat, and the other team takes its turn.
Questions Only
- Break into two teams: Odds vs. Evens.
- Listen to the topic.
- Team Odd will begin the conversation.
- You may speak in questions ONLY.
- If you do not respond with a question, you will move to the back of your line.
- The conversation continues with the next person in line. (For example, if Team Odd asks a question, and Team Even fails to respond appropriately, the next person from Team Even steps up. That person from Team Even must then continue the conversation.)
*All questions MUST be classroom appropriate, please!!
*In all Improv Games, the ruling of the “judge” is final. Thank you!
