Duck Duck Goose
Duck Duck Goose is a classic children's circle game adapted as an improv warm-up. One player circles the group, tapping heads and calling out "duck" until choosing a "goose" who must chase them around the circle before they can claim the vacated spot. In improv contexts the game is used to raise physical energy quickly, lower inhibitions through familiar childhood play, and establish a physical permission structure early in a session.
Structure
Setup
All players sit in a circle on the floor. One player, designated "it," stands outside the circle.
Progression
The standing player walks slowly around the outside of the circle, tapping each seated player on the head and saying "duck." At a chosen moment, they tap a player and say "goose." The tapped player immediately leaps up and chases "it" around the circle. "It" must run a full lap and reach the vacant spot before being tagged.
If "it" reaches the spot safely, the chasing player becomes the new "it" and the game continues. If "it" is tagged before sitting, they must return to the center and the same player continues as "it."
Improv Adaptations
Facilitators sometimes replace "duck" and "goose" with improv-relevant pairs: "block" and "yes-and," "no" and "offer," or character categories. The substitution adds a light layer of concept reinforcement without changing the physical structure of the game.
Conclusion
The game runs for a fixed number of rounds or until the group's energy has clearly risen. It is not competitive -- the point is the physical engagement, not winning.
How to Teach It
Objectives
Duck Duck Goose targets physical energy, playful presence, and the willingness to be "in it" without overthinking. The game's familiarity as a childhood activity makes it immediately accessible and removes the need for long explanation, making it useful at the very start of a session.
How to Explain It
"You already know this game. Circle up, sit down, and let's play it."
Scaffolding
No scaffolding is needed. The game's rules are culturally pre-loaded for most participants. Facilitators with groups who may not know the game should give a thirty-second demonstration before starting.
Common Pitfalls
The game can feel childish to professional audiences who do not yet understand its purpose. Naming the intention briefly before starting helps: acknowledging that it is deliberately simple, and that the simplicity is the tool. Groups who are physically reluctant or have mobility limitations may need the game modified -- for example, by tapping shoulders instead of sitting on the floor.
Worth Reading
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The Manual of Ensemble Improv Games
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Improvised Theatre and the Autism Spectrum
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Gary Kramer; Richie Ploesch

Pirate Robot Ninja
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Related Exercises
Hot Potato
Hot Potato is a circle game in which an imagined object is passed rapidly around the group, and whoever holds it when a signal sounds must perform a task, answer a question, or be eliminated. The exercise raises energy and adds stakes to simple passing games. It builds speed and the comfort with being put on the spot.
Grandmother’s Footsteps
Grandmother's Footsteps is a classic children's game adapted as a warm-up in which one player faces the wall while others creep toward them. The player at the wall turns around periodically, and anyone caught moving is sent back. The game builds physical control, patience, and the ability to freeze convincingly on command.
Killer Bunny
Killer Bunny is a physical attention and tag exercise in which one or more participants secretly designated as the killer bunny attempt to eliminate other players through a covert signal -- typically a wink, a pointed finger, or a specific gesture -- while the group moves through the space and attempts to identify and call out the killer before being eliminated themselves. The exercise trains sustained peripheral awareness, active observation, and the management of divided attention.
Fuzzy Ducky
Fuzzy Ducky is a verbal dexterity warm-up in which players attempt to say a tongue-twisting phrase -- typically "fuzzy ducky" or a similar phonetically challenging combination -- rapidly, clearly, and in sequence around a circle. The exercise targets articulatory precision, playfulness with language, and the physical warm-up of the mouth and vocal apparatus before scene work requiring clear, fast speech.
Pass Ball
Pass Ball is a circle warm-up exercise in which players toss a real or imaginary ball around the group while maintaining eye contact with the intended recipient. Additional balls may be introduced to increase complexity. The exercise builds focus, nonverbal communication, and the habit of making clear offers to specific partners.
Whoosh
Whoosh is an energetic circle exercise in which players pass a sound-and-gesture impulse around the group with the option to reverse, deflect, or redirect using different sounds and movements. The exercise is typically played as a layered game in which new moves are introduced one at a time, building complexity and requiring players to hold multiple rules simultaneously. The exercise builds group energy, quick decision-making, and the habit of sending and receiving clear physical signals.
How to Reference This Page
The Improv Archive. (2026). Duck Duck Goose. Retrieved March 17, 2026, from https://improvarchive.org/exercises/duck-duck-goose
The Improv Archive. "Duck Duck Goose." The Improv Archive, 2026. https://improvarchive.org/exercises/duck-duck-goose.
The Improv Archive. "Duck Duck Goose." The Improv Archive, 2026, https://improvarchive.org/exercises/duck-duck-goose. Accessed March 17, 2026.
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