As I’m recalling this game and all the things that go into it, the first thing that comes to mind is the fact that it’s a pretty simple game; especially in regards to the ones that I’ve gone over in the last couple of weeks. But when I was thinking that, I also remembered that when I was first learning this game with me and my fellow inexperienced improvisers, this game was hard. We simply could not play it “successfully”, and though we loved it when it turned out well, we couldn’t make the entertainment consistent enough to risk putting it into a performance. That memory makes me truly realize how much I’ve learned in this field, because the thought of ‘not performing a game successfully’ isn’t even a concern I have when I’m performing these days.
Reminiscing aside, there’s a reason my troupe thought this game was hard, and that is because it demands lots of high energy and big action. Dialogue will kill you in this game. Replay Countdown is a scene-based team game, and it’s rule is very simple. First, perform a normal 3 minute scene. Then, perform that same scene in half the time: 1 minute and 30 seconds. Then, perform it again in 45 seconds. Then again in 20, then 10, then 5, until finally the actors condense that entire 3 minute scene into a 1 second scene.
As you can imagine, this game gets pretty hectic. And you can probably understand why dialogue doesn’t work in this game. Once you’re performing in under thirty seconds, you have to go so fast that you have to cut out so much dialogue it’s not even worth it. If you perform the scene using primarily big actions, however, such as large stage entrances and exits, you can convey those much more quickly.
And that’s actually pretty much it. This game also requires that you establish all of CROW, because without it, a 3 minute scene can’t work. So if you can perform one in that time frame using mostly big action, you’re golden.
Here’s a number of things you should keep in mind as you’re playing, however. First, you need a ref (preferably with a timer, as well), but here’s the key. You don’t actually need to time it. As long as the ref calls “scene” at a point that makes sense, the audience will believe the correct amount of time has passed. They’re looking for entertainment, after all. Nobody is going to say “Ah-ah-ah! It’s only been two minutes and forty seconds!” because that just kills the fun. So the time frame is malleable.
It’s so malleable, in fact, that you can start with any given time limit. All that really matters is that you cut the time frame in half every time. Here are some time slots that work well, depending on how long you want the starting scene to be.
5min > 2min > 1min > 30s > 15s > 5s > 1s
4min > 2min > 1min > 30s > 15s > 5s > 1s
3min > 1.5min > 45s > 15s > 5s > 1s
2min > 1min > 30s > 15s > 5s > 1s
Generally, 3 minutes is the best starting point because most improv games run from between 5-7 minutes, and you’ll get more time than you’d think in between scenes. Starting at 3min will generally make the game take around 7 minutes start to finish.
Here are some pro-tips that make the game a bit easier. A good thing to remember is that the game won’t be funny the first half. You’re just performing a normal scene initially, after all, so humor will be in short supply (but don’t try to force it in!). When performing the scene a second time, don’t cut out any dialogue. If you cut out the blocking and all the beats of the original scene (all the time where nothing is being done or said), you’ll be left with roughly half the time, and it will be right on target. So just do the same exact scene, only make things happen quicker without paraphrasing. The third time you perform it, that’s the time to start paraphrasing dialogue and having people enter at the same time. By the time the scene is less than 30 seconds long, you’ll have all actors on stage most of the time, trying to talk over each other, and the audience will love it.
If you’re playing this right, the last four times you perform this scene will make your heart rate go through the roof, and you’ll be out of breath by the time the game is over. Make sure it isn’t hectic the first two times you perform the scene, though! If the energy doesn’t ramp up as the game progresses, and instead remains consistently high, you’ll leave the audience exhausted!
But really, the main thing with this game is to just half fun and do big actions. As long as you can make those happen, it’ll be enjoyable for everyone.