A group of four performers on stage at John Jay College, NYC, promoting their activities and events since 2002, with text highlighting their nationwide touring and corporate engagements.

Improv Games A-Z

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Improv Games W

Walk-over Association

Players stand in a line. The first person says a word. The next person must say a word that is associated with the previous one, and then physically “walk over” the person who said the first word. This continues down the line, building a chain of words and physical actions.

Walking by Numbers

Players walk around the room, and a facilitator calls out numbers. Each number corresponds to a specific walking style or physical constraint (e.g., “1” is a slow, heavy walk; “2” is a light, bouncy walk; “3” is a walk as if through treacle). Players must immediately embody the new walking style.

Walk With Me

One at a time players lead one or more players in a silly walk.

Warehouse

Players improvise a scene set in a warehouse. The twist is that the warehouse contains highly unusual, magical, or absurd items that the characters discover and interact with, leading to imaginative object work and fantastical scenarios.

What Are You Doing?

One person mimes an action (e.g., fishing). Another person approaches and asks, “What are you doing?” The miming person responds with an activity different from what they are miming (e.g., “I’m playing hockey”). The questioner then begins miming the stated activity, and the game continues.

What Comes Next

At intervals, the player or players pause and ask the audience “What comes next?” for suggestions.

What Happens Next

Players improvise a scene. At a crucial moment, the facilitator or audience pauses the scene and asks, “What Happens Next?” The players must then collaboratively invent the continuation of the scene based on the audience’s or facilitator’s prompt.

What Has Changed

Players perform a scene. The facilitator then calls out “What has changed?” and the players must identify something that has subtly (or dramatically) altered in the scene’s environment, their characters’ relationships, or the plot, and immediately justify it.

What’s in a Name?

Players improvise a scene where characters are highly concerned with, or defined by, their names. The name might reveal a secret, dictate their destiny, or be the source of a misunderstanding, leading to humorous or dramatic explorations of identity.

What’s on your stupid T-shirt

In a circle, players chant “what’s on your stupid T-shirt.” One player endows the person next to them by describing what’s on their imaginary T-shirt. The player “owning” the T-shirt then captions it.

What’s That?

Two people meet over an ordinary household item and pretend that it is something else, using it as such. Players take ideas off each other but also make the same item into something else, acting as if they are discovering it for the first time.

What would she be if

One player takes on a character. Another player asks a hypothetical question starting with “What would she be if…” followed by a category (e.g., “…if she were a tree?”, “…if she were a car?”). The first player must immediately embody the character as that object, verbally and physically.

Where do the fingers go

A physical warm-up where players form a line or circle and, following a leader, rapidly place their fingers on different parts of their face or body, mimicking strange or humorous patterns. The goal is quick, precise imitation.

Whisky Mixer

Players improvise a scene at a party or social gathering, where the dynamic and relationships between characters subtly shift as if they are getting progressively more intoxicated (mixing “whisky”). The scene escalates in energy and absurdity.

Who stole the Cookies

A rhythmic call-and-response game. The group chants, “Who stole the cookies from the cookie jar?” One player accuses another (e.g., “Molly stole the cookies from the cookie jar!”). Molly replies “Who me?” and the chant continues, leading to a chain of accusations and playful denials.

Who Where Why Am I

A scene is initiated with a character, location, problem, and justification (the who, where, why, and why am I). Players must quickly establish these four elements from an audience suggestion or through collaborative offers, setting up a solid scene foundation.

Whoosh

A rapid-fire warm-up game played in a circle. Players pass an imaginary “energy” around by pointing and saying “Whoosh!” to the person next to them. Other commands like “Whoosh Back!” (reverse direction) or “Zap!” (send across the circle) add complexity.

Wild West

The group stands in a circle. One person starts by swinging their arm and shouting “YE-HAH” in a Western accent, passing it to the next person. To change direction, a player puts their arms above their head in a barn shape and shouts “HIGH-BARN.” If “BANDITS” is shouted, everyone runs around and swaps places while firing imaginary guns.

Wise Wise Wise

Similar to “Word at a Time Stories” but with a large group in a circle trying to create wise sayings or proverbs one word at a time. When they believe a saying is complete, the group says “wise wise wise” and bows.

Without Sound

Players perform a scene entirely without sound or dialogue, relying solely on mime, physical actions, and exaggerated facial expressions to convey the story, emotions, and character relationships.

Without Words

(Same as Without Sound) Emphasizes performing a scene through pure physical storytelling and expression, with no spoken dialogue.

Word at a Time Crime

Players collaboratively create a crime story, building the narrative one word at a time. The story often involves a detective, suspects, clues, and a resolution, all improvised word by word.

Word at a Time Expert

Two or more players form a single “expert” character who answers questions from an interviewer, contributing one word at a time. The expert’s answers often become humorous and nonsensical as different players add words.

Word at a Time Letter

Players collaborate to write a letter one word at a time. The content of the letter can be based on a suggestion (e.g., a breakup letter, a job application, a letter to Santa), leading to unexpected and funny compositions.

Word at a Time Proverb

Players form a circle. One player begins by saying the first word of a non-existent proverb. Each player then adds one word at a time until the group collectively senses the proverb is complete, at which point everyone says “yes yes yes yes.”

Word at a Time Scene

Two or more improvisers tell a story or perform a scene one word at a time, with each player contributing the next word. This encourages extreme active listening and being present in the moment.

Word at a Time Song

Players collaboratively improvise a song, with each player contributing one word at a time to the lyrics. This requires strong listening, quick rhythmic contributions, and a shared sense of melody.

Word at a Time Story

(Same as Word at a Time Scene)

Word at a Time Stories

(Same as Word at a Time Scene)

Word Association

Players say words in rapid succession, each word associated with the previous one. This develops fast thinking, spontaneity, and mental agility.

Word Association Reincorporation Story

Players perform a scene that is built using word association, but with the added rule that elements (words, characters, objects) from earlier in the scene must be reincorporated into the narrative, creating a cohesive, if spontaneous, story.

Word Ball

Players work in a circle, but the word and focus no longer move in a steady pattern. The first volunteer pitches a random word across the circle with an energized gesture to a specific player, who responds by sending their own associated word to a new random person.

Word Machine

(Same as Pillars) Or, a game where players create a human “machine” where each part makes a sound and action that represents a single word, and the entire machine “spells out” or creates a word collaboratively.

Work Song

Players improvise a scene where the characters are engaged in a repetitive or arduous task (their “work”). As they work, they spontaneously break into a work song that reflects their activity, mood, and interactions.

World’s Worst

A category is announced (e.g., “World’s worst dentist”). Players jump forward, one by one, offering different examples of how that “world’s worst” would sound or act. A new category is announced as ideas run out.

Join us for weekly shows, classes and jams. We daily host corporate teams and student groups at our Times Square NYC theater as well as tour schools, community centers, and private events DC to Boston to Pittsburg and beyond! CLICK HERE for upcoming public shows. CLICK HERE for upcoming classes & jams. EMAIL for information regarding private shows & group sales.

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Author: Walt Frasier

With over 30 years of experience in theater, comedy, and television, Walt Frasier is the Artistic Director of Improv Theater LLC, a leading edutainment center known for its high-impact comedy shows and workshops. His extensive career includes performing comedy sketches on MTV’s Stankervision, Late Nite with David Letterman, TruTV’s Friends of the People, and HBO’s Pause with Sam Jay. As an actor, Walt has appeared on NBC’s Blacklist, CBS’s Blue Bloods, USA’s Royal Pains, Netflix’s Lilyhammer, and NICK’s Naked Brothers Band, in addition to numerous commercials, industrials, and live performances worldwide.

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Improv Theater LLC is a one stop edutainment center for corporate team building, office / holiday parties and more. Our comedy shows and workshops deliver high impact results. Clients include Cushman Wakefield, Google, Merck, Mercedes Benz, META /Facebook, TikTok, JP Morgan Chase, Accenture, Morgan Stanley, Twitter, Roblox, Rimowa, EI Digital, Accenture, Datadog HQ, Milbank, BING/Microsoft, Bank of America – Merrill Lynch, Home Depot, Ernst & Young, Johnson & Johnson, Louis Vuitton, Coach, UBS, BDO, AMEX, Master Card, Macy’s, 360i, IBM, GM, Kraft, UNILEAVER, HBO, Disney, American Express, WeWork, Prudential, Convene, Conference Board and many more including 1000s of public and private events in New York, New Jersey, Connecticut, Rhode Island, Massachusetts, Maine, New Hampshire, Vermont, Pennsylvania, Delaware, Maryland, Virginia, North Carolina, South Carolina, West Virginia, Florida, Ohio, Michigan, Wisconsin, Indiana, Illinois, Nebraska….