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; the next actor reads them through pantomime and gibberish, then finishes with a symbolic 'kill' using the object. Trains clean non-verbal communication, environmental detail, and comic timing. Works well for beginner and mixed groups.
Players
2โ8
Difficulty
Beginner
Full description
Setup and Launch
One actor steps on stage; the rest stay in the wings. Ask the audience for a location, an occupation, and an object โ only the audience and the first actor know what was said. Announce that the entire scene is played in gibberish: no real words, only nonsense sounds and pantomime.
Clarify the signals before starting: when the second actor believes they've identified an item, they clap their hands and do a full 360-degree spin. The guessing order is fixed โ location first, then occupation, then object. The object is used at the end to 'kill' the first actor (safe, minimal contact, everything through mime).
Also known as LCD (Location, Career, Death), LOW (Location, Occupation, Weapon), or Chain Murder.
Play
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The second actor enters. The first actor conveys the location through gibberish and pantomime โ leaning on environmental details like sitting at a desk, feeling the walls, reacting to temperature. Once the second actor believes they understand, they clap and do a full spin.
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The first actor moves on to the occupation. Physical actions beat charades-style gestures here โ actually doing the job reads better than miming the word. The second actor confirms with a clap and spin.
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The first actor conveys the object. After confirmation, the second actor picks up the imaginary object and 'kills' the first actor with vivid, readable pantomime. Commit to the death โ a dramatic, extended fall always lands better than a quick drop.
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A third actor enters, the first exits, and the cycle repeats until everyone has played both roles. Each handoff is a fresh start: the new guesser has no idea what came before.
Finale
All actors line up. Ask each one where they were, what they did for work, and what the murder weapon was. The answers tend to drift wildly from the original suggestion โ and the further they drift, the bigger the laughs.
Key rules
Strict gibberish only: no real words, no whispering, no mouthing letters โ just nonsense sounds and pantomime. The moment language sneaks in, the guessing challenge collapses.
Demand large, specific physicality: interact with the environment, handle objects, perform actions. Abstract gestures and charades-style miming read poorly from the audience.
The clap-and-spin signal means 'I got it' โ it should only happen when the guesser genuinely believes they understand. Premature signals kill the rhythm and rob the audience of the fun.
Keep the 'kill' safe: zero or minimal physical contact, no throwing objects. A committed, dramatic pantomime death is funnier and safer than anything realistic.
Watch the pace: if a phase stalls, nudge the first actor to try a completely different physical approach rather than repeating the same gesture bigger. New angle beats louder repetition.
Context
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