There are a great many lists of improv games and almost none of them say what the games are for. Every entry here has its own page with step-by-step instructions, coaching notes and — the part usually missing — what it is actually training.
30 games and exercises, grouped by what you would use them for. Names vary enormously between theatres, so common alternatives are noted on each page. Nothing here is proprietary; these are the shared folk tradition of the form.
Warm-ups
Short exercises to get a group present, connected and out of their heads before anything else happens.
Two players say a word simultaneously, then keep saying words suggested by both previous words until they land on the same one.
Teaches: Meeting in the middle rather than winning. Players who reach for the clever association never converge; players who say the obvious thing converge in two or three rounds.
Two players move in perfect unison with neither leading, so an observer cannot tell who initiates.
Teaches: Shared initiation and sustained physical attention. It is the clearest available demonstration of what supporting a partner actually feels like.
Scene work
Drills for the craft itself: relationship, status, object work, heightening and the discipline of the second line.
The same scene, with identical dialogue, replayed under different dominant emotions.
Teaches: That emotional reality rather than content determines what a scene is about. Also cures performers who believe characterisation means new words.
2 at a time, 4 or more in rotation players · 4–6 minutes
A scene in which every single line must be a question. Anything else eliminates the player.
Teaches: That a question can carry information if it is specific enough — the difference between "what?" and "why did you bring your mother's ashes to my wedding?"
The whole group speaks as a single first-person narrator, one sentence at a time, telling one continuous account.
Teaches: A shared voice and a shared point of view. It exposes immediately whether a group is listening or competing.
Running these well. Pick the exercise for the thing your group is failing at, not the one everybody enjoys. Say what it trains before you start, and debrief afterwards — an exercise nobody understood the purpose of is a game, and a game is not practice. And stop while it is still going well, which is the same advice as chapter eight.