Toaster
Hard-cut montage game: crouching players clap to pop up into new scenes; when the same cast reunites, their previous story picks up right where it stopped. Great for scene practice, fast character work, and large groups.
Players
3β8
Difficulty
Beginner
Full description
Setup and Launch
Seat all players along the back line β crouching or sitting on chairs both work. Agree on the signal: only a seated/crouching player may clap. One clear clap triggers a hard cut to a brand-new reality. Everyone who stands up on that clap forms the cast of the new scene and immediately establishes clear given circumstances β who they are, where they are, what is happening. Start talking before you're even fully upright; the scene should feel like it's already in progress the moment you pop up. Players from the previous scene may either sit back down or stay standing and instantly accept the new situation without any transitional moves.
Clarify the key memory rule: if exactly the same combination of players ends up on stage as in a previous scene, they pick up that story exactly where it left off. Before you start, demonstrate a quick example β a clap cut followed by a return to the original story β so everyone sees the logic in action.
Sample host intro: "This is called Toaster. Our players are going to crouch down, and when someone claps, some of them will pop up and do a scene. To get us started β can I get a location where people might meet?"
Flow
-
First activation. Any seated player claps and stands; others may join with the same gesture. The scene quickly establishes relationships, location, and action. Think of each pop-up as a quick snapshot of a relationship β get specific fast.
-
New cut. At any moment, any seated player claps β a hard cut happens. The previous reality disappears completely; players still on stage immediately accept the new context and bring nothing over from the last scene. Each cut is a fresh start.
-
Return to a story. As soon as the same combination of players is on stage again, they continue their earlier story right where it stopped. Keep names, goals, and unfinished actions in mind; when it's unclear, one short callback refreshes the context and gets you back into play.
-
Pace and density. Vary the rhythm β some scenes run longer to develop, others last just a few lines for a quick punch. Encourage variety in who steps up; if too many people jumped up at once, a couple of players consciously sit back down so the scene stays readable. This game handles large groups well because not everyone needs to be on stage at once.
-
Solo moments. If you're the only one who pops up, take the spotlight. A monologue or a phone call scene works great β your teammates won't leave you hanging for long.
-
Closing. On the host's signal β one final clap and "Thank you." In the debrief, highlight clarity of signals, smoothness of transitions, and accuracy of cast memory.
Key rules
Only seated or crouching players may clap β this eliminates ambiguity and prevents standing players from interrupting their own scenes.
After a clap, the old reality vanishes completely; players still on stage immediately accept the new circumstances without mixing storylines.
If the same cast reassembles on stage, they continue their previous story β spell this rule out before you start to avoid disputed moments.
Vary the pace deliberately: some scenes need time to develop, others should be quick snapshots. If claps are too frequent and nothing lands, slow down; if nobody claps, encourage boldness.
Don't all rush up at once: when too many stand simultaneously, two or three players consciously sit back down β this keeps scenes readable and gives each story room to breathe.
Context
What to try next
Similar formats, so you can keep the rehearsal moving without stopping to search.
Not the best moment
A carousel of short scenes: each new entry on stage cuts the current episode and launches a new one, and then the group returns to unfinished scenes. Good for training cβ¦
Next
A long-form where scenes are interrupted by the call 'Next' and the story jumps to a different storyline. At the end, storylines may intersect. The format trains editingβ¦
Place, Job, Weapon
A gibberish guessing game, also known as LCD (Location, Career, Death) or Chain Murder. One actor on stage knows a location, occupation, and object from the audience; thβ¦
Who Where Why Am I
A short-form guessing scene: one player leaves, the audience assigns a location, era, identity, physical limitation, and core problem β the remaining players guide the gβ¦
Switcheroo
A short-form scene for three performers: the MC calls a switch and everyone rotates clockwise, picking up their neighbor's character β same posture, same voice, mid-sentβ¦
Split Screen
A short-form game where two characters move between two rooms divided by an invisible wall, but each is played by a different performer on each side. Trains character coβ¦