Repair Shop

Short-form game where one player steps out while the rest mime a broken object's weird defect using only physical actions β€” no words allowed. Use it in short-scene sets to train physicality and non-verbal communication.

Players

2–8

Difficulty

Beginner

Full description

Setup and Launch

Explain the premise: the audience names an object and a non-obvious defect β€” for example, an airliner whose door keys have been lost. One player (the "repairman") steps out or puts on loud headphones and must figure out exactly what is broken. The remaining players act as "shop employees" and guide the repairman toward the answer through physical actions, facial expressions, and reactions β€” no key words, no spelling it out.

Make sure the task is specific and doable: the object should be recognizable, the defect strange but logical. Set constraints clearly: no direct verbal clues to the guesser, no first letters, rhymes, or synonyms; everyday sounds and work with imaginary tools are fair game. Establish a time target (3-5 minutes) and a finish signal β€” the guesser states the full object-plus-defect in one sentence.

Flow

The scene moves at a brisk pace. The facilitator watches for clarity of actions, density of clues, and safety (especially if the guesser is offstage or wearing headphones), and refocuses the group when energy drifts.

  1. Getting the assignment. Send the guesser offstage, collect the object and defect from the audience, summarize the task to the clue-givers in a single sentence, and confirm everyone is on the same page.

  2. Building the space. The clue-givers construct the repair shop and the object itself through clear physical work: inspection, diagnosis, test actions, exaggerated reactions to the object's properties. Commit to the reality of the space β€” the more specific the object work, the faster the guesser reads it.

  3. Guiding without words. Hint through a sequence of actions that moves from general to specific: type of object, then the key part, then the anomaly. Avoid "alphabet pantomime" and literal sound effects. Keep eye contact among the clue-givers and play to each other and the object, not directly at the guesser.

  4. Adjusting and recalibrating. If the scene stalls, call a short freeze, refocus the task (object first, then defect β€” or flip the order), and return to one simple, readable action that logically leads to the next inference.

  5. Finish. Once the guesser names the exact object and defect, the facilitator confirms the hit and ends the scene. Brief applause, then on to the next round.

Key rules

  • Ask the audience for an object and a defect that are strange but achievable β€” something like "an airliner whose door keys are lost." Cut suggestions that are too obvious or too absurd so the guesser doesn't get stuck.

  • Ban direct verbal clues β€” no first letters, rhymes, or "what does it look like." If headphones are used, remind clue-givers to play to each other and the object, not at the guesser.

  • Keep the pace: start with broad, readable actions and gradually narrow toward the specific defect. Appoint one lead clue-giver to prevent chaotic cross-talk.

  • If there is no progress for about a minute, freeze the scene, give clue-givers one concrete next step β€” what to inspect, what to try fixing β€” and restart.

  • Lock in the finish criterion: the guesser states the full phrase (object + defect). Confirm or clarify immediately so the ending doesn't drag.

Context