Aug 022010
 

Synonyms

None

Introduction

This warm-up gets our brains acting without thinking. Everyone into a circle.

Description

This is another motion around the circle warm-up. In this warm-up one of the players points to another player to one side of them and says ‘zip’. That player turns to the next player in the circle, points to them and says ‘zip’. Thus the ‘zip’ zips around the circle in one direction. At any time a receiving player can say ‘zap’ to the person pointing at them. When they do the player that said ‘zip’ and was pointing at them must change direction of the pointing. This means that they must quickly turn around, point and say ‘zip to the person that just pointed at them. Now the ‘zip’ can zip around the circle, but changing direction every time there is a ‘zap’. Lastly the person that receives the ‘zip’ may elect to yell ‘zoop’ and point at someone anywhere in the circle. That player then restarts the ‘zip’ going in the direction of their choice. The group must really pay attention for this to work.

Gimmicks

None

Variations

None

Credits

 Posted by at 12:46
Aug 022010
 

Synonyms

None

Introduction

This warm-up focuses on accepting offers and getting silly. Start milling about the room.

Description

Someone will loudly suggest an activity for all the group to mime. Everyone simultaneously yells ‘yes lets’, and starts the do the activity. Once the activity has been mimed for a while another one is yelled out and the group responds with ‘yes lets’ and starts the activity. For example, if someone calls out let’s all dig holes. The group responds with “yes let’s all dig holes”, and every manner of hole digging mime will begin (complete with sound effects). The someone will suggest a new activity and the cycle continues.

Gimmicks

Someone yells out ‘let’s finish this exercise’, or ‘let’s all sit down.’

Variations

None

Credits

None

 Posted by at 12:45
Aug 022010
 

Synonyms

None

Introduction

This warm-up breaks one of the major improvisational rules, however it allows us to start getting in the moment. Everyone into a circle.

Description

Once the circle is formed one player goes into the circle and starts to mime a simple activity. Once the activity has been established one of the players from the circle jumps in and asks “what are you doing?” The player doing the mime responds with some activity other than the one they are doing. If they are mowing the lawn they might say ‘filleting a soul.’ The player that asked the question starts the activity that was answered (i.e., filleting a soul) and waits to be asked what she is doing. This continues until all have tried the exercise.

Gimmicks

None

Variations

Get players to ask ‘what are you doing?’ in different accents or moods.

Credits

None

 Posted by at 12:44
Aug 022010
 

Synonyms

None

Introduction

Let’s all get limbered up by doing some simple stretching exercises.

Description

This seems to work best if everyone in the group submits a stretch and is responsible for stretching one body part.

Gimmicks

Nose stretches, hair stretches, scrotal stretches.

Variations

This can be lead by one person.

Credits

None.

 Posted by at 12:43
Aug 022010
 

Synonyms

None

Introduction

This warm-up is good for the lungs and gets us taking personal risks. Everyone gather in a circle.

Description

A very general theme is chosen, like transportation or love. Once the theme is chosen players jump into the centre of the circle and start to sing any song related to the theme. Once the player gets stuck on the song, another player must show support and jump into the circle to help with a new song. The previous person in the centre steps out. This continues until songs start to get repeated, or things collapse utterly. The point of the warm-up is not to embarrass people in the centre, but to support the player in the centre. This is done by quickly jumping into the circle once they start to have any trouble at all.

Gimmicks

None

Variations

None

Credits

None

 Posted by at 12:42
Aug 022010
 

Synonyms

Poison arms

Introduction

This warm-up will get us feeling silly, get the blood flowing, and help get us working together. Start milling about the room.

Description

Once everyone is milling about comfortably they are told to start moving in slow motion. Once a stable rate of speed is determined the players all become Samurai with poisonous blades built into their fore arms. The object is to kill all the other Samurai in the room. If anyone is touched by the fore arm of another player they must die a poisoned death in slow motion. It is important that players keep their speed continuous. The point is not to win the warm-up, but to have fun. If players are moving too fast and massacring everyone else simply tell them to slow down. It helps people work together. The warm-up usually ends when there is a large pile of bodies on the floor.

Gimmicks

None

Variations

Players are allowed to block attacking Samurai poison fore arms with their own fore arm. The workshop can be divided into two groups, having a little feudal war.

Credits

 Posted by at 12:41
Aug 022010
 

Synonyms

None

Introduction

Get into a circle for a listening and focus warm-up.

Description

One player starts off by clapping their hands (a singular clap), while facing another player. The goal is for both the players to clap their hands simultaneously. The player that received the applause then turns and claps simultaneously with the next player in the circle. This produces a cycle of simultaneous claps racing around the circle. It takes some time for a group to get this going. Once the simultaneous clapping is moving nicely the player that is receiving the applause may opt to give it back to the person that clapped at them. This will reverse the direction of the clapping. What the player does to reverse the direction of the clapping is to not turn to the next person in the circle, but stand her ground and clap directly back at the player that handed her the applause. There is an overwhelming urge to try and screw up the other players in the circle. This is to be discouraged as more can be learned from trying to make the circle flow quickly rather than fail frequently.

Gimmicks

None

Variations

Once a group gets really good at the simulclap clap focus can be added to the warm-up letting people point at someone directly across the circle from them. The circle can also tell a word at a time story each time that they receive the applause.

Credits

None

 Posted by at 12:41
Aug 022010
 

Synonyms

Walkies

Introduction

This warm-up helps to build trust in the group members. Everyone get into a large circle.

Description

Someone is chosen to get into the middle of the circle. They simply close their eyes and start to walk in any direction. The spotters on the outside of the circle redirect the walker as she comes to the edge of the circle. The spotters in the circle need to remain silent so as not to alert the walker when she is about to be turned. The blind folded walker is supposed to pick up speed, and trust that her players will not let her crash into something. Continue until all have gone into the centre.

Gimmicks

If outdoors you can let someone cover a great distance by moving the circle around her.

Variations

None

Credits

None

 Posted by at 12:38
Aug 022010
 

Synonyms

Jumpers

Introduction

Everyone into a circle for a silly warm-up to get the blood flowing.

Description

Players randomly and unexpectedly jump up in to the air. At some time in the air they clap their hands. Since other players are also jumping and clapping at the same time the name popcorn seems appropriate. If two players clap their hands at the same time they are out of the circle for a few seconds only to join in later. The exercise is continued until hands become sore or someone sprains an ankle.

Gimmicks

None

Variations

Players that are out of the circle stay out but continue to jump and clap their hands, but do not worry about simultaneous claps. Eventually there is an outer and inner circle, and eventually there are only a few people in the inner circle with many people in the outer circle. The warm-up ends when there is only one circle, or the elimination process can start again.

Credits

Orvil R.

 Posted by at 12:38
Aug 022010
 

Synonyms

Sounds circle

Introduction

This warm-up will get the blood flowing, improve our reactions and get us feeling comfortable about being silly.

Description

Once everyone is in the circle make sure that they have enough space to move freely without accidentally clouting each other in the head. One player in the circle throws themselves into a bizarre stance and makes a corresponding noise along with it. This gesture is made to the player to their right in the circle. That player immediately reflects back the gesture and noise, imitating the other player as best she can. Once she has done that she immediately turns around and creates a new and wonder gesture and noise to the player to her right. The process is repeated and goes around the circle for a few minutes. It is important that the players not stop to think in between the poses. The player should receive, reflect, turn and create a new pose without pause.

Gimmicks

None

Variations

The player to the right can dispense with reflecting the gesture and quickly turn around and give the gesture to the player to their right. This will result in a continuous noise and shape flying around the circle at high speed. Eventually the gesture is altered. The result can be stunning. The gesture can also be thrown across the circle. This keeps players from being prepared and gets people more in the moment.

Credits

None

 Posted by at 12:37