Alphabet Game
OVERVIEW
The Alphabet Game or A to Z is a classic improv game often a hallmark at short form improv theaters or performances. It is great for a corporate workshop too. Every line of dialogue in this game starts with the next letter of the alphabet, moving from A to Z without skipping a beat. The fun is in the ridiculous twists the “alphabet constraint” throws your way. Often featured in improv workshops focused on:
Agility
Creativity
Team Building Confidence
REQUIREMENTS
Number of Participants:
Minimum: 2 / Maximum: 16 (2 per scene, either run multiple times or simultaneously)
Time Required:
15-25 minutes per round
Materials Needed:
None.
EXERCISE INSTRUCTIONS
The Alphabet Game is played in two person scenes. With small groups (8 or less) you can have four pairs play the game one after the other. For groups larger than that you can choose to either run the scenes one after the other or run all the scenes simultaneously, possibly having one or two scenes go first to serve as examples you can note.
The first player begins the scene with a line that starts with “A.” This can be anything so long as it starts with an A. “Anyway, I’ve decided the answer is Yes, I will marry you.” or “Absolutely wildly hungry, that’s what I made this big bowl of pasta for us to share, roomie.” The goal isn’t to be clever, just to get the alphabet rolling and set up a jumping off point for the story.
The second person follows by saying a sentence that starts with “B,” picking up the thread of whatever’s just been said. For example, if it started with “Anyway, I’ve decided the answer is Yes, I will marry you,” the next player might respond with “Babe, that’s such great news, but it’s been years since I asked. I’m already married and have children.” Then back to the first player with C and then back to the second player who starts with D, and so on.
The beauty of this exercise is how little time you spend preparing for your turn. It’s about moving things forward, working together, and letting the alphabet do the heavy lifting for structure. Mistakes are bound to happen, don’t make a big deal about them when they do and potentially note moments like those as good examples of moving forward confidently or embracing mistakes.
You can take this game in a few different directions depending on your group. A lot of folks start with “A” and wrap things up with “Z,” but you can also throw in a curveball by picking a random starting letter, maybe start on “P” and see if you can loop all the way back around to “P” again. This twist keeps everyone a little sharper.
Some people are really serious about online letting each player say one line. Eh, as you can see from my examples before, I think it is okay to let players say more than one line at a time on their turn.
Or, open things up by not assigning strict turns—simply let either player who has the inspiration take the next letter, keeping the scene high-energy and unpredictable.
Another fun variation is to throw out the opening scenario. For example: “Two astronauts fighting over what space travel really is all about.” Or have them fight over the last granola bar if you want to be a little less heady.
INSTRUCTOR DISCUSSION POINTS / LEARNING TAKEAWAYS
AGILITY
No planning. No prepping. Just listen, react, and jump. That’s the whole A to Z Scene vibe. Speed matters, but so does flexibility: there’s no time to get precious about jokes that don’t land or plot points that get weird, you gotta just keep chugging along. Note scenes where details were ignored or lines didn’t make sense, not to make players feel bad but top underscore how difficult it is and how much concentration it takes to keep all the balls in the air. If a kids game can catch you flat footed so can an important meeting. Staying light on our toes then, is an every day imperative.
TEAM BUILDING
When a player gets stuck or scrambles with a tricky letter, teammates who send encouraging energy find ways to agree with or justify mistakes earn a lot of bonding points. Also, when coming up on a Q or an X or Z (notoriously difficult letters) some teammates will have the presence of mind to alley oop their partner. For example, if working off a W, just before your partner tackles X, you could say, “What was that instrument you played in high school with the loose piano keys you would hit with a mallet?”
Plus the exercise’s laughter and “let’s keep going!” energy breaks down walls fast. Encourage that when you can.
CONFIDENCE
Note mistakes but compliment players who don’t get derailed by them. Advise players to think of improv the way great shooters think about basketball shots. They don’t dwell on misses but shoot their way out of a slump with confidence.
