CAD Bell
A relationship or premise is given, and players begin their scenes. When the facilitator rings a bell, the next “obvious” player must incorporate a confession, accusation, or discovery that builds on the established scene.
Call Em’s/ Columns / Human Mad Libs
Actors perform a scene using audience volunteers to fill the blanks from time to time to add details to the scene.
Calling Out
All dialogue in a scene is shouted, justified by a scene suggestion (e.g., people in facing apartment buildings).
Campfire
Actors stand around an imaginary campfire, reflecting on the day/performance with appreciation, tossing imaginary logs into the fire.
Can I Talk to You for a Second?
During an improv scene, players may pull another to the side for a private “talking to” using the titular phrase. Once the unsolicited advice is given, players return to the scene.
Card Status
Participants are given a random playing card, held against their forehead facing outward, with the number indicating their social status. Everyone mingles, and after a few minutes, they arrange themselves in order of their self-perceived status based on how others behaved toward them.
Cat and Mouse
Players form pairs. One pair is split into a cat and a mouse. The cat wants to be with the mouse, but the mouse does not want to be with the cat, leading to a chase. The mouse can join any other pair, freeing themselves, and the third person becomes the new cat.
Catch`em
One player is “it” and stands at one end of the room, facing the wall. Other players are at the other end and try to get to “it” without being seen moving. “It” can turn around at any time, and anyone caught moving is out.
Chain Murder Endowment
One player gathers three random elements (location, occupation, prop) to form a crime. A second player returns, and a scene is played in gibberish and body language where the first player endows the elements. The second player performs the crime when they understand the elements.
Chameleon
Players are given a secret word related to a category, except one player who is the “Chameleon” and doesn’t know the word. The Chameleon must try to determine the word from clues given by others, while also giving vague clues themselves to avoid being identified. [108]
Character Bench
Five actors sit in a row, all playing the same character type (e.g., went to school together). The teacher asks questions, and they all answer, agreeing with the first answer rather than distracting from it, giving honest, real, obvious answers.
Character Descriptions
Players receive written character descriptions to embody.
Character Switch
On the call of “Switch,” players in a scene must swap roles or characters.
Character Walk
Players walk through the space as themselves, then create original characters based on various random names or prompts. This is a solo exploration of energies, movement qualities, and character manners.
Characters From a Hat
Students get scene suggestions from a hat (or bucket) and jump into spontaneous scenes that challenge their imagination, timing, and teamwork.
Chivalrous Couples
One person calls out one of three couples: Knight and Queen, Prince and Princess, or Horse and Rider. People get into pairs and form the correct physical formation for the called couple. The last pair to get into formation is eliminated or takes a break.
Circle of Knots
Participants join in a circle holding hands. One player is designated to gently move between players in the circle, creating a “Circle of Knots.” Players do not let go of each other but may shift hand positions.
Circle Sitting
Everyone stands very close to each other in a circle. When asked, the whole group tries to sit down simultaneously. If everyone is close enough, they will end up sitting on one another’s knees, and the construction supports itself.
Clap Snap Association
Similar to Free Association Circle, but with a more explicit rhythm: slap thighs, clap hands, snap left fingers, snap right fingers. With every right-hand snap, a word is thrown to a neighbor.
Clap Snap Stamp
Players stand in a circle and count off “1, 2, 3.” Then, “1” is replaced by a snap, “2” by a clap, and “3” by a stomp. The game is played at high speed, requiring focus and teamwork.
CLEAR Scenes
In this game, each character has a “game” they are playing, and the “game of the scene” is those two things rubbing up against each other, creating friction that drives the scene.
Cloud Atlas
A long-form format where a number of stories (e.g., 6) are half-told, taking place in history with time running forward, each in a particular style. After a break, the stories are finished in inverse order, with connections emerging between them by the end.
Columbian Hypnosis
Players work in pairs. One player holds their palm about six inches from their partner’s face. The partner imagines the hand has hypnotized them and must follow it anywhere it goes, maintaining the same distance. This activity requires trust, awareness, and non-verbal communication.
(See Call em’s, Pillars)
Commentary
Sports-style commentators provide coverage of an ordinary activity or event (e.g., changing a light bulb).
Communal Monologue
One person starts a monologue. Others can tag in to take their place, continuing the topic smoothly. The transitions should be seamless until everyone in the circle has contributed.
Conducted Story
Players form a line on stage. An MC obtains a story title and genre from the audience. The MC points to a player to start telling the story, and can switch to another player at any point. Players must continue the story flawlessly. If a player hesitates, makes a grammatical error, or speaks illogically, the audience yells “Die!” and that player is eliminated. The last player remaining finishes the story.
Confessions
An exhilarating and unpredictable improv game where players take turns sharing outrageous secrets and fictional tales. Each player steps into the spotlight, delivering a humorous, unexpected, and captivating confession.
Conflict Scenes
Conflict is a core component of scenework. In short-form improv, the conflict is established and then solved by the scene’s characters. In long-form, “conflict” can broadly refer to arguing and disagreement.
Continuing Emotions
A “neutral” improvised scene is started, then interrupted (frozen) several times by the MC. The scene is then continued, but all characters switch to an emotion provided by the audience.
Continuing Styles
A “neutral” improvised scene is started. This scene gets interrupted several times by the MC, and then continued in a film/literature/drama/TV-program style provided by the audience. The platform and the story need to continue flawlessly.
CopyCat
Similar to a verbal Freeze Tag. A scene is started. At any time, a player at the side can step forward and repeat a line that was said in the scene. Whoever originally said that line steps aside, and the remaining players start a new scene starting with the repeated line.
Create Obstacles
Two players chase each other around the room. The player being chased mimes obstacles for the other, who then has to overcome these obstacles.
Creatures of the Deep
Everyone stands in a circle. One person makes an impression of a creature to the next person, who copies it. The impression gradually changes as it goes around the circle. Multiple creatures can be sent out.
Crime Endowments
One player volunteers as the “criminal” and leaves the space. While absent, an absurd crime is cobbled together from non-criminal elements (e.g., weekend activity, object, landmark, celebrity). When the criminal returns, teammates use leading questions to make them confess.
Crisis Situation
Players take on roles within an organization about to face an unexpected crisis. Background information is provided, and the crisis unfolds as facilitators inject information. Players plan, act, and respond in real-time, getting feedback on their decisions.
Cross Circle
Players form a circle. One player calls out another player’s name and moves towards their spot across the circle. The called player then calls out another player’s name and moves towards their spot, and so on.
Cross the Circle
Students form a circle and are numbered off (1, 2, or 3). The leader calls out one of the numbered groups and asks them to cross the circle while performing a specific action (e.g., swimming, chased by aliens).
Cut
This long-form improv game is played with 6 to 15 players. Two players start a scene, and any other player can call “Cut” and start another scene, dragging other players in. All scenes are interrupted this way, and the idea is that all scenes come together in one story.


