123 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z – GAME LIST HOME
Ha Soh Kah
Players sit in a circle. One player starts by saying “Ha” while holding a hand horizontally near their forehead, pointing to another player. The next player, indicated by the pointer, says “Soh” and points from their chin. The third player says “Kah” and points with both hands to any player in the circle, who then restarts the sequence with “Ha.” If a player makes a mistake, they are out of the game, and the remaining players close the circle. This game enhances concentration and energy, and helps players deal with failure.
Half Life
Players improvise a 60-90 second scene, then perform the exact same scene in half the time of the first. They continue to cut the time in half until the scene is only one second long.
Half Life Musical
This is a variation of Half Life where the scene is improvised and then re-enacted in progressively shorter times, but with the added element of being a musical. Players condense both dialogue and musical numbers as the time shrinks.
Hall of Justice
A game for 5+ players involving superheroes and villains. The audience provides four suggestions (e.g., hammer, coffee, influenza, briefcase) which are used to create two superheroes (e.g., Hammerman and Coffeewoman) and two villains (e.g., Influenzaman and Briefcasegirl). Other players act as the villains’ victims. Heroes and villains should incorporate attributes of their suggestions into their characters and actions.
Hand Slap
Players sit in a circle on the floor with arms crossed and hands flat on the ground. Each hand, in turn, slaps the ground in order around the circle. If a hand misses, that player is eliminated. This game is a warm-up that focuses on concentration and energy.
Handicapped Fairy Tale
Players improvise a well-known fairy tale based on an audience suggestion, but each character is given one or more “handicaps” or peculiar states of mind to incorporate into their portrayal.
A foundational long-form improv format, typically lasting 20-30 minutes, developed by Del Close. It begins with a single audience suggestion, which inspires an opening. This is followed by three distinct, unrelated scenes (A1, B1, C1). These scenes are then explored further and connected through group games and subsequent “beats” (A2, B2, C2, and A3, B3, C3), where themes, characters, or ideas from earlier scenes are reincorporated and interwoven. The goal is to discover patterns and connections organically rather than pre-planning a story.
A “Zip Zap Zup” style warm up game, Harukasan is the Dragon Ball Z of Improv Comedy, calling upon or CHI to pass energy from a deeper place.
Hat Continuation
A scene is started, and each character is identified by a hat. The MC will periodically interrupt (freeze) the game and switch the players’ hats. After the switch, each player becomes the character whose hat they are now wearing, and the story must continue coherently with the new character assignments.
He Said, She Said
Players provide narration for each other, describing the other player’s actions.
Headline
A host reads a headline (from a newspaper or audience suggestion), and players improvise a scene inspired by or based on that headline.
Heave Ho
Players create a scene, and periodically a facilitator will call out “Heave Ho!” at which point the players must pick up the emotional or physical intensity of the scene, heightening the stakes or action.
Heightening Circle
Players form a circle. One player offers a simple statement or observation. The game moves around the circle, with each subsequent player “heightening” the previous statement by adding a small, connected amplification. The goal is to incrementally build on the initial idea, making it more extreme or detailed, while maintaining coherence.
Here Comes the Bus
One player is the bus driver. Other players decide on a character with a distinct attitude, emotion, or trait (e.g., angry, heartbroken, easily amused). As each new character boards the bus, the driver and all existing passengers adopt the new character’s attitude, emotion, or trait, adjusting their dialogue and physicality accordingly.
Here They Come
A game where players are preparing for the arrival of someone or something, building anticipation and reacting to unseen elements. The focus is on creating a shared reality and reacting to things that are not physically present.
Hesitation (“Uh…”)
Players pause mid-dialogue, saying “uhh… umm…” to the audience, who then shout out a suggestion for the next few words.
Hesitation Speech
This game involves a player giving a speech while incorporating hesitations (e.g., “uh,” “um”) into their dialogue. The hesitations often prompt audience suggestions or give the player time to think of their next line, leading to unexpected turns in the speech.
High Card
In this game, players are dealt imaginary “cards” (or physically use cards), and their status or position in the scene is determined by the value of their card. Players then improvise a scene where their interactions are heavily influenced by their assigned status.
High Status Competitions
This involves players engaging in a scene or series of interactions where the underlying dynamic is a competition for higher status. Players subtly or overtly try to gain the upper hand or establish dominance over others in the scene, using verbal and non-verbal cues.
Hilarious Geisha
A game where one or more players take on the role of a “Hilarious Geisha,” whose goal is to make the other players laugh through unexpected or absurd actions and dialogue, without explicitly trying to be funny. The humor comes from their commitment to their character and unusual choices.
Hitchhiker
Three actors and three chairs are used. A driver and passenger begin a conversation. A third actor, the “hitchhiker,” approaches with defined characteristics (e.g., strange walk, accent, backstory). Once the hitchhiker sits in the third chair, everyone in the “car” adopts the hitchhiker’s mannerisms while continuing a coherent conversation.
Honey Walk
A very focused version of “Big Blob” using oxygen masks and honey. Players move through an imaginary blob of goo, changing their gait to reflect its density and viscosity.
Honkasaurus Rex
A variation of “New Choice” where some audience members are given hooters to honk, making the actors change their lines.
Hot Spot
This is an exercise or game where players quickly tag into and out of a scene, often by tapping another player out. The goal is to keep the energy high and the scene moving, with new players entering and immediately taking on a character or continuing the established reality.
House, Creature, Flood
Players collectively build a scene or narrative focusing on three distinct elements: a “house” (setting/environment), a “creature” (a character or entity), and a “flood” (a problem or escalating event). The game emphasizes collaborative storytelling and layering elements.
Huddle–Before You Begin
This refers to a phase in improv where players huddle or prepare before beginning a scene. It’s a moment for the team to quickly align on who, what, and where, and to establish a shared understanding of the scene’s foundation.
Human Knot
A physical warm-up game where a group of players stands in a circle, reaches their right hand across to grab someone else’s right hand, and then their left hand to grab someone else’s left hand. The group then works together to untangle themselves into a single circle without letting go of hands.
Human Props
Players in a scene use other players as inanimate objects or props. The “human props” must remain still and act as the object they are portraying, allowing the active players to interact with them as if they were real props.
Hush, Little Baby
This game involves one or more players attempting to soothe or quiet an unseen “baby,” often through singing a lullaby or comforting words. The humor comes from the imaginary baby’s increasingly outrageous or absurd demands/reactions, and the players’ committed responses.

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