Improv Challenge
Improv Challenge
Vocabulary
Improv Challenge
The Beat Sheet
100

Play Zip Zap Zoom for one minute without a mistake.

Timing matters.  Pauses between Zips, Zaps and Zooms will be an automatic loss as determined by host.

100

Team must play Categories for one minute without a death.

Category will be offered by opposing team of the current team's choice.

100

Making something new and strange that has been introduced make sense in a scene.

Justification. 

100

First Line Last Line.  Players have two minutes to perform a scene using pre-selected lines of dialogue for the first and last lines.

Lines will be suggested from opposing teams.  The connection between the lines should makes sense or no points will be awarded.

100

The beat right after the Catalyst. 

Debate

200

3 Lines.  In three lines, two players will platform their scene.

Remember, you must get all four things established in three lines:
Who?
Relationship
Location
Problem

200

Schwarzenegger Die.  Each team member will deliver a clever line after killing someone with an everyday object.  

Object will be suggested by opposing team of the current team's choosing.  Remember, no hesitations.  Commit!

200

Story beats that you have to do over and over again.

Signposts

200

Rhyming lines.  Two players must perform a six line scene rhyming the last word of each line.

Players may choose their own opening line (spontaneously, not planned) thereby establishing the scene's rhyme scheme.

200

The moment approximately half way through the second act where the tone becomes more serious. 

Midpoint

300

Bippity Bop.  One player will stand in the center of another team of the player's choice and begins Bippity Bop.

Player has one minute to one member of the opposing team "out."

300

Do Do Ron Ron.  All players must land at least one rhyme, including the person who must do three in one turn.

The name will be offered by opposing team of the current team's choice.  

300

Every theatre game has one of these.

Point of Concentration

300
Tag Team Monologue.  Tell a shared story in one minute. 

Everyone must tag in at least twice to get the points.

300

The Promise of the Premise or the longest beat in the show.  The beginning of act 2 where the events are tied in with the central idea of the show.

Fun and Games

400

99 Jokes.  All players have one minute to tell five jokes.

All jokes will come from a single object suggested by the rival team of the current team's choice.

400
Word at a time story.  Players have two minutes to tell a story with a clear beginning, middle and end one word at a time.

Remember, any hesitations or stammering will result in a loss.  Keep the story cooking without pauses between words.  Also, try to end sentences and begin new ones.

400

When a new character enters a scene in progress.

Third Support

400

Lounge Lizards.  Players must go five turns without losing the volly.

This is cooperative, unlike the usually competitive nature of Lounge Lizards.  Try to end on words that will set the other side up for success.  

400

Right after the Opening Image, there is a moment(s) that communicates what the story is about.

Theme Stated 

500

Forward/Reverse

Two performers will play a short scene and then play the whole scene backwards.

You don't have to speak backwards, but you do have to reverse the order of all your spoken lines while moving backwards and hitting all story beat (signposts) in reverse order.

500

Shoulda Said.  Team must respond to five dings by quickly saying entirely new lines in an improvised scene.

Remember, lines must be entirely new and not variations on the same line.  Any hesitations will discount that attempt at a line.  Scene ends when host says so.

500

Using pantomime to create objects and environments. 

Object Work

500

ABCs in a Minute.  

Each line must start with the next line of the alphabet. Players must get through the whole alphabet in less than sixty seconds.

500

After the midpoint when things get a lot more serious.

Bad Guys Close In

M
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