Short-form games
Late for Work
A player who left the room must discover, from mimed clues, the three reasons the audience decided they were late.
Also known as: Late for Meeting, Bad Excuses, Alibis
How to run it
- One player leaves earshot entirely.
- The audience supplies three reasons for their lateness — an unusual mode of transport, an unlikely obstacle, an odd item they acquired.
- The player returns to a workplace scene and begins apologising.
- Colleagues mime and hint at the three reasons without naming them.
- The latecomer gradually articulates each reason. The game ends when all three have been said aloud.
What it teaches
Committed guessing, and generous clue-giving under pressure.
Coaching notes
Make sure the player who left genuinely cannot hear. The give-away of a spoiled round is a latecomer who arrives already knowing, which drains every stake from the game.
Where it usually goes wrong. Clue-givers competing to be funny rather than to be understood — the same failure as Party Quirks.
Related reading: short form, character and point of view.
See it played
We do not link individual videos we have not watched end to end, so this is a search rather than a recommendation: Late for Work on YouTube. Quality varies enormously — prefer recordings from working theatres over tutorial channels.