If a group is good at the game, they will start deliberately choosing combinations of items that will be hard to guess, but at first a leader might want to veto items that are too obscure.
The three people in the car invent a scenario to explain their traveling together, and mime driving along, improvising a conversation, etc.This is a small collection of improvisation games and warmup games that can be used to sharpen up your cast if you're a director, or to add energy and originality to your students' acting if you are an acting teacher. The next person in line enters the scene as a hitchhiker.All can be done with no materials in any reasonably sized space. The hitchhiker must have a fairly clearly defined character. When the second person thinks he has all three items, the next person enters, and the message is passed on in the same way. The second person may indicate through sounds, humming or gestures that he does or does not understand--he may even try to "restate" an item in a different way to be sure he has it, but no language of any kind is permitted.(In the example, we should see her painting the barn even before she hears that she's using a codfish. I suppose Pygmalion would work too.) It consists basically of a narrative pantomime of the wooden puppet SLOWLY coming to life. (This one I did create.) Right now you're made completely of wood. When she hears about the snorkeling she'll have to adjust.) Side coach to make sure they get all three details into their pantomiming. Two people bounce the question back and forth until one of them "fouls" by repeating himself, stopping the action before answering the question, not starting the acting in time, or answering the truth. Your arms and legs are carved from a single piece of wood. The actor sits down and the new person takes his or her position exactly. Group gets in a line at the edge of the playing space. The new person must now initiate a new and DIFFERENT scene. With some groups it is necessary to make a rule that no one may freeze a scene until the situation has been clearly established and both actors have contributed. The first person enters the space and begins to pantomime a simple activity--for example, brushing his teeth. In most cases I don't know who invented these games, nor have I made any particular effort to find out. (Until they have picked up the new person, the three in the car continue to play the first hitchhiker's personality.) If you feel the game has gone on long enough, just enter the scene yourself as a hitchhiker who is blind, or a small child, or something else guaranteed to cause a fatal accident once the driver catches it. It is an excellent focusing exercise, and is useful both for getting a cast to function as a unit and for evaluating how well an ensemble is working. When this happens, these two people are "out," and must exclaim to each other, "Dude! Continue in this fashion until only one (or, if there's an even number in the group, two) are left. With young performers, watch carefully so that they don't "cheat." They may fall into a pattern, which will of course prevent anyone from going out, but it defeats the purpose of the game. Gradually the shakes move to a different body part. Hit begins walking directly (but slowly, at first) towards another person in the circle, with his hands out in front of him like a zombie. Hit after the first time.) Again, the only way the victim can save himself is by calling out a name. If "it" can run around and sit where the "goose" was sitting, there is a new "it." If the "goose" catches "it," then he or she must stay "it." All this is just as in regular "Duck Duck Goose." The difference is that both runners must run as whatever animal was mentioned just before "goose." (For example, if "it" had said, "cow, pig, dinosaur, owl, slug, goose," you'd see two slugs slowly chasing each other around the circle. It really is harder than the regular way because hearing all the different animals can make you miss the goose.If you think you are the inventor of one of these games, and you don't want it on my site, let me know. At first this won't take very long, but after a while a group will get to the point where they can go for a long time without anyone being knocked out. Stress that patterns are not allowed, and enforce it. (For instance, the tremor might travel up the leg until it eventually comes to rest in a hand.) Once the affliction is firmly established in its new location, the victim "throws" it to another person, etc. (It may be necessary, of course, to repeat "foot," but maybe the shakes themselves are different, or it locates in a particular toe or something the second time.) Continue to play until everyone is running out of ideas. If he touches (hits) the person, they are "out" and must leave the circle. Hit is to call out the name of another person in the circle before any contact is made. Once a name is called out, that person instantly becomes Mr. Continue play until all but two people have been eliminated. This is great, if frustrating, fun, and although, as I've said, I think it is great for any group, it is also hands down the most effective "name game" I know. Hit is coming at you and you can't think of a name to say really makes those names stick in your head. Even though it is fun when the teacher plays along, I usually stay out of the game so I can act as a judge.