We play games, people laugh. Click a category for all games in that category. Category. Category.
Two cops grill a suspect on a crime that they committed. The guessing part? The suspect doesn't know what they did. The audience provides a crime, an accomplice, and a place that the suspect escaped to.
The local news station has hired a brand new co-anchor to work alongside the veteran anchor, meteorologist, and sports person. The kicker? The latter of the three have a group quirk that unify them, provided by the audience (For instance, they are all obsessed​ with deli meats.). It's the job of the co-anchor to guess what makes this news team so weird.
One Signal gives a press conference on a world-changing event, provided by the audience, without knowing what the event is. They try to guess what the event is, while answering questions from other troupe members which give clues as to the nature of the event.
Someone has died! Oh no! The good news is that one of the lovely Mixed Signals will give a stirring eulogy to the recently-departed (can be real or fictional, and is provided by the audience). The bad news? The Signal has no idea who that person is. The rest of the Signals, sitting in the audience, help the Eulogizer along by shouting "Hallelujah!" when the Eulogizer says something correct, and shouting "HELL no!" when they say something incorrect.
A Signal is hosting a party! Three other Signals, the guests, receive strange quirks (physical or otherwise) from the audience and enter the party as the host tries to guess what their quirks are. All as they try to be a good host.
Three Signals are given personality trait by the audience. The Single Signal asks questions to try and figure out each quirk, and pick the best (or at least the least awkward) person to go on a date with.
A game for the holidays, based on the premise that three children with weird audience-provided quirks have come to ask Santa for something for Christmas. Santa's job is to guess each child's quirk. Santa has an elf nearby to give clues if Santa just doesn't get it.
Similar to Santa's Lap, except sinners will be brought to Hell to sit on the Devil's lap (not really), as Satan tries to guess their sins. Satan's faithful imp will be present to serve drinks, provide witty banter, and give Satan clues if they don't seem to be getting it.
A normal two-person scene except that any line, action, or sound effect can be "ding!ed" (changed) at the whim of an off-stage performer.
A two-person scene that can be moved backwards or forwards in time--to past or future events--by a Signal off-stage.
The audience provides the first and last lines of a scene; the performers have to do the rest.
Each line of this otherwise ordinary scene must start with the next letter of an audience-provided five-letter word. Example: WEEDS -We are in big trouble this time. -Even though we put the cap back on? -Evan, it wasn't screwed on all the way. You know how mom hates when her toothpaste dries out. -Do I ever! Last time we did that, she killed the cat! -Shame it was the neighbors cat.
Two Signals stage start a scene and begin to describe "Charlie" (an offstage character that the audience hasn't seen yet), giving them strange physical, emotional, and personality characteristics (ex: has one arm, screams whenever someone says their name, and always makes terrible jokes). Eventually, "Charlie" joins the scene and it progresses from there.
his game is a scene within a scene. The audience gives a "first world problem" (for instance, when you run out of paper clips), and the scene is either played super-dramatically, or the problem serves as a euphemism for a more serious issue. Drama abounds. Example One: Running out of paper clips, but as dramatic as if the paper clips kept the Earth spinning. Example Two: Performing a scene about a deflated balloon AS IF performing a scene about impotence.
Two Signals act out a scene, while a third serves as a "DJ" and pre-selects three instrumentals (usually) of any genre. At any point in the scene, a Signal will ding, and the DJ plays one of the songs, with the acting Signals changing the mood of the scene to match. When the song ends--determined by the DJ--the Signals snap back to the mood before the song was played.
In this game, the audience suggests a word that can be used in multiple ways (such as "space" or "bat"). Two performers start the scene using that word. At some point in that scene, the next performer will freeze the scene, and the two on stage will return to a neutral position as the new performer creates a new, three-person scene based off that word. This continues until a five-person scene is performed. Then, in reverse order, performers will leave the scene. The scenes progress backwards through the scenes already performed until it gets back to the original two-person scene, which ends the game.
In this game, one Signal is the eponymous "director," and the other three are their actors. With an audience suggestion, the director comes up with a scene for the performers to act out. At some point in this scene, the Director will "cut' the scene, and add a twist--for example, "Do the same scene, but act like you're on fire." Usually, three twists will be added, cumulatively or otherwise, before the scene is "perfect."
This game involves two pairs of performers. The first pair starts the scene and when a Signal off-stage rings the bell, the second pair takes their place and continues the scene as the same characters where it left off. They continue to switch back and forth, often with greater frequency as the action in the scene heightens.
The namesake of L'Swipe, this is a game for four Signals. Two Signals start a normal scene from a word, but at some point, one leaves. From there, the third Signal enters the scene, and has a scene with the second Signal, who keeps the same character and location. Then the second Signal leaves, the fourth enters, and so on, until the fourth Signal and the first (still playing the same character from the beginning) have a short "button" to end the game.
This is a long-form game in which an audience member gives a word that then inspires a montage of scenes. A scene can be "swiped" (stopped) and a new scene can be started in its place or it can be "frozen" (another person can enter the scene). One of our longer games.
This is a game that involves any and every improv game there is (mostly). Starting with L'Swipe, a scene is performed. At any time, a Signal can ding to make a performer change their line (a la Ding!), to change their emotion (a la emotion game), to change the genre (a la FATS), to change the "that time" (a la Time Warp), and a host of other wacky twists. And it continues to change until we (hopefully) have a fully-developed scene with lots of sudden changes. It's CRAZY IMPROV!!
A scene goes on as usual, but if a character leaves the scene, the scene follows that character. Another longer game. Ex: There is a party going on. The host leaves the living room to get more punch. Then, the scene moved to the kitchen, with the host getting punch (no longer at the party).
A two-person scene starts as normal, but is changed to different film and theater styles (drama, MTV, horror, western, etc.) as the scene progresses at the whim of the Signals in the back. So, a scene about building a house could suddenly turn into a horror film, and then a cooking show. Suggestions are gathered from the audience before the show.
The Mixed Signals went on a trip to (audience suggestion). Two host Signals describe to the audience each picture in their scrapbook/PowerPoint/evidence folder, and the rest of the Signals silently pose to demonstrate what is described in each picture. Action is allowed in the case of "videos" or "flip-books."
A two-person scene goes on as usual except, at any point in the scene, a Signal will pull a line from their pocket and use it in the scene. The lines are all audience suggestions gathered before the show.
A three-person scene in which two of the Signals are only allowed to say three lines each (a question, a statement, and an exclamation suggested by the audience) while the third Signal has to make it all work on their own!
Similar to Three Line Scene, but instead of giving specific phrases, the two Signals are given a number from one to five, and only allowed to use that many words per line. So if someone had the number "two," they could say "Good job!" but not "You did well!" or "Great!"
A two-person scene in which one performer embodies that emotion more and more whenever the bell rings (the bell is dung at the whim of the Signals). There are also special, holiday-specific games such as Monster Game (Halloween), and Love Game (Valentine's Day)
This game involves exactly what you'd expect: questions only! The Signals stand in the back as two at a time step up and perform a "talking heads" scene, but they're only allowed to ask questions. The performers rotate in and out as Signals mess up and don't ask questions.
A game similar in layout to Questions Only, but the Signals start each line with a letter of the alphabet and have to make their way through from there. Signals switch out as the two in front mess up.
All performers stand in a line and answer the question "What is the world's worst _____?" The suggestions are gathered from the audience before the show.
A normal two-person scene is performed in two minutes. The same scene is then performed in one minute, then thirty seconds, and then fifteen seconds, trying to get all the events in and beat the clock. One Signal usually serves as a walk-on in the halfway point of each scene to serve as a "time check" for the two main Signals.
This is a game for four Signals. The first two act out a scene from a word while the other two listen to loud music in the back of the room. After the first scene, the second pair try to recreate the scene based the original blocking and gestures. This rarely goes as planned.
One Signal serves as a host for a fantastic advice-giving creation, with three Signals each serving as the Good, the Bad, and the Ugly. The host takes questions from the audience, with each part of the creation answering the question in-character: the Good is earnest, the Bad is crass, and the Ugly is ... ugly. After each question the Signals, minus the host, swap places to act as the next character.
Similar to Gbugly in that a host takes questions from the audience, but three Signals instead form a machine known as the "Oracle": one Signal kneeling, one sitting behind them on a chair, and one standing behind the second. Starting with the Signal in the back, each part of the Oracle helps answer the question, one word at a time. Known as "Menorahcle" for the Holiday Show.
This is a game for four Signals, who work together to put together a scene demonstrating an action or profession, in the style of cheesy 1950s infomercials. One Signal serves as the "narrator," giving direction to two other Signals, who silently act out what the narrator has them do. A final Signal acts as the DJ, playing 50s-era commercial music to add to the scene.
Four Signals line up on stage and are given a topic by the audience. One of them will step forward and talk about the topic (even if they don't know about it and are making it up). At any point, another Signal can shout "Challenge!" and challenge one or all of the "facts" just stated. A host will then decide who is "right," and that person will continue until he or she is challenged by someone else. Whoever is in front when the two-minute timer runs out is the "winner."
A once-a-year long-form game, played at our Thanksgiving Show. An audience member is grilled about their Thanksgiving traditions and about members of their family that would usually be present. The Signals then perform the audience member's typical Thanksgiving, acting as members of their family.