🎭 Yes, And!

Teams

Draw a card!
00:00
Bonus: 0

Scoreboard

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πŸ“– The One Big Rule

When your partner says something, you must do two things:

YES β€” Accept it! It is true in your story.
AND β€” Add something new! Give your partner something to answer.
❌ Partner: "We are going to the beach tomorrow!"
You: "No, we aren't." β†’ BLOCK! Conversation over.
βœ… Partner: "We are going to the beach tomorrow!"
You: "Yes! And I am bringing my pet penguin." β†’ The game continues!

🚫 5 Things That End Your Conversation

  • Blocking β€” saying "no" or "that's not true" to your partner's idea.
  • Dead end β€” answering with only "yes", "okay", or "I don't know"… and nothing else.
  • Not English β€” using your own language.
  • Breaking character β€” stopping the scene to ask "what do I say?"
  • Stalling β€” being silent for too long.

πŸ… How to Score Points

  • 1 point for every 5 seconds your conversation stays alive.
  • +2 points every time you use a word from this unit's vocabulary list.
  • +5 points for using the unit's grammar correctly.

Your team's score = all your pairs' points added together. Longest conversations win!

Quick Card: Say YES (accept it) … then AND (add something). Never block. Never go quiet. Keep talking, keep scoring! πŸŽ‰

🍎 The Idea

"Yes, And" comes from improv theater (made famous by Second City Chicago). Actors must accept every offer from a scene partner and add to it. It is the perfect engine for language practice: students must listen, respond, and produce new language every turn β€” and a conversation "dies" the moment someone blocks or goes quiet.

Running a Round

  1. Add 2–4 teams in the Play tab.
  2. Each team sends up a pair (2 students). Enter their names.
  3. Draw a prompt card. Read it aloud.
  4. Press Start. The pair talks in English, in the scenario.
  5. Tap +Vocab / +Grammar each time you hear target language.
  6. When the conversation dies, press End Run and pick the violation.
  7. Points are added automatically. Next team's pair goes!

Beginner variant: give each pair one "rescue" β€” the first violation is only a warning.

Timing by Level

LevelSilence limitA good run
Beginner8–10 sec1–2 minutes
Intermediate5–6 sec2–4 minutes
Advanced3–4 sec5+ minutes

You are the referee β€” the timer is only a guide. You decide when a stall is a stall.

Tips

  • Model it first. Play a 60-second round with a confident student β€” include one deliberate block so the class sees a violation called.
  • Call violations fast and clean. Explain after the run, not during.
  • Spectators are learning too. The class watches like a sport β€” great listening practice.
  • Silly is good. Penguins at the beach lowers anxiety and raises output. Serious language, silly scenes.
  • Rotate pairs so strong speakers carry different partners each round.

Tournament Idea

Play 1–3 quick rounds per class period (~10 min) as a "season". At the end of the unit, the top two teams send their best pairs to a championship face-off on the same prompt. Longest single conversation takes the title. πŸ†

πŸ’¬ Prompt Deck

These prompts are drawn in the Play tab. Uncheck any you don't want to use. Add your own below β€” they are saved in this browser.

Add your own prompt