One game I learned from the Kani Club improv workshop in Tokyo is Master and Servants. The idea of the game is simple: three players, one is the Master who is constantly demanding things of the servants. When the servants try to meet the Master's needs, the Master is never satisfied and yells at them. For example:
A volunteer describes an incident they experienced -- something embarrassing, funny, puzzling, etc. -- to the whole group. The joker asks questions to clarify details and verify understanding. Then, the joker asks for volunteers to enact the scene. They are free to improvise in any way they like.
I got this from Kani Club, the improvisation school in Tokyo. It is a great "Yes, and..." game.
Pairs or trios (daunting to do in larger groups, but could be done with practiced players).
The idea is for the players to speak a sentence simultaneously without knowing what the sentence will be ahead of time, relating the sentence to some physical action or pantomime.
In the 1980's in NYC I first heard someone use the term "she-roes" to emphasize the role of women in history and society. Not being so interested in the concept of "heroes" -- I believe with Debs that people have waited too long for some Moses to lead them out of bondage, waiting for a Joan of Arc to lead us out is equally problematic -- I didn't think much about the term. But it stayed in my mind, like an advertising jingle or a virus. The fact is, I use figures like Debs to orient myself, to represent my aspirations, to express that which I dream of being in some way.
Adapted from the judging technique used in the Kani Club performances.
Using the same procedure as in One line drawing, teams compete. However, instead of pleasing the judge, they have to please an audience. And, instead of waiting to the end to get the feedback, the audience votes each round. After each vote, one audience member tells the artists what s/he wants to see next. This way, each round should make the drawings incorporate the desires or ideas of the audience as well as the artists.
I learned this rule of improvisation at Kani Club, and have found it very useful in my teaching. (A statement of the rule and nine others is here: http://improvencyclopedia.org/references//David_Alger%60s_First_10_Rules...)
It is most useful for any activity in which you will ask people to create a story or some other content together.
It can be added to the Broken Squares activity -- in which "Yes, and..." is a great tool for solving the collective puzzle.
Another Kani Club game.
In pairs or trios, people take turns telling a story one word at a time, improvising as they go. Time limit should be relatively short: 2 minutes?
Person A: This
Person B: morning
Person C: when
Person A: I
Person B: opened
Person C: my
As with all Kani games, the key is to embrace others' ideas and add your own. (Yes, and...)
Joker can give everyone a word on which they have to end, e.g. "carnations" or "exploded."
I learned this game at Kani Club, the theater improvisation group in Tokyo, Japan. The game asks participants to filter their free association through their sense of what others might say. The object is to avoid "idiocy" -- in the sense of being isolated in one's thinking. At the same time, the "idiotic" answers are often reasonable or creative.