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Tall Tales Story

Each turn adds three sentences to a story already moving, then hands it off the same way every time — ending on the word "suddenly." It works because that one word forces the next player into a swerve they never saw coming, so nobody gets to plan ahead. They just react.

What is Tall Tales Story?

Tall Tales Story turns the room into one shared, runaway story. One person opens with a line or two that ends on the word "suddenly," and the next person takes over for three sentences before handing the story off the exact same way. It runs 15 minutes for anywhere from 3 to 25 people, and nobody has to plan further ahead than their own three sentences.

It works because the handoff word does the hard part for you. "Suddenly" guarantees a swerve is coming, so every player inherits a story that just changed direction without warning — there's no time to plan a clever arc, only to react to whatever just landed in your lap. That same low bar is what keeps quieter players in the game: three sentences is a small enough ask that everyone actually takes their turn.

Skip it with a group that's genuinely uncomfortable speaking off the cuff in front of others — there's no script here, just three sentences made up on the spot. And with a full room of 25 in one circle, budget more than 15 minutes if everyone needs a turn, or split into smaller circles instead of stretching one story thin.

The rules

  1. Sit or gather where everyone can see and hear each other — a circle or close semicircle works best.
  2. One person opens the story, ending their line on the word "suddenly…"
  3. The next player picks it up, adds three more sentences, then hands off the same way — always ending on "suddenly…"
  4. Keep the subject matter appropriate for the room's age and context; say so before the first turn.
  5. The story keeps circulating until everyone's had a turn (or several) and the time runs out.
  6. If the group gets stuck, either pass to the next person or start a brand-new story — no need to force it.

Before you start

  • Group size: 3–25 participants. Split into smaller circles for a bigger group — every subgroup still gets a full story of its own.
  • A space to sit in a circle. Any quiet, comfortable room works, as long as everyone can sit in a circle or close together — that closeness carries the game.
  • Ages 10 and up. Built for any group size once the subject matter fits the room — who's in the circle changes what's fair game to bring up.
  • Story starters, optional. Keep a couple on hand for when the group stalls. They're not required, but they're a fast reset if a story dies mid-turn.
  • Set the ground rules first. Before turn one, say out loud what subject matter is off-limits for this room — easier to say once than to referee later.

How to run it

  1. Explain the rules 1–2 min

    Lay out the one mechanic that matters: three sentences per turn, always ending on the word "suddenly." Set the subject-matter ground rule here too, before anyone starts.

  2. Open the story 30 sec

    Whoever's designated — you, or a volunteer — starts things off, or reads one of your prepared story starters if the room needs a nudge. Either way, the opening line ends on "suddenly…"

  3. Take turns, three sentences at a time 30–60 sec each

    The next player picks up right where the last one dropped it, takes the story wherever they want for three sentences, then hands off the same way. Repeat around the room.

  4. Handle a stall 15 sec

    If a player genuinely gets stuck, let them pass to the next person or start a fresh story rather than making them sit in it.

  5. Wrap it up 1 min

    End once everyone's had a turn (or several) and the time's spent, or whenever the group's run out of steam. Thank the room before you move on.

the word "suddenly" does all the work.

Facilitator tips

Model the swerve yourselfIf you're going first, take a hard, unexpected left right after your own "suddenly" — it shows the room exactly how strange the twist is allowed to get.
Hand stuck players a formulaIf someone freezes, break their three sentences into a job each: one introduces something new, one describes it, one turns the story again.
Say the subject-matter rule out loudState it before turn one, not after someone's crossed a line — a room that knows the boundary upfront polices itself.
Let people passIf someone genuinely doesn't want their turn, let it go without comment. One skipped turn doesn't cost the story anything.
Split past a comfortable circleA bigger room means a longer wait between turns. Break into a few circles running in parallel instead of stretching one story thin.

Variations

Bigger groups

Split into several circles, each running its own story in parallel — reconvene and have each circle read its best line aloud.

Ready-made openers

Keep a short list of story starters on hand so a stalled room has somewhere to restart instead of staring at each other.

Why it works

Improvisation, not preparationEvery turn hands off on the word "suddenly," so whoever's next inherits a story that just changed direction without warning. There's no time to plan a clever arc — only to react to whatever just landed.
Listening becomes mandatoryYou can't add three sentences that go anywhere if you weren't tracking the last three. The format makes attention a requirement, not a request.
An equal, low-stakes turnThree sentences is a small enough ask that quieter players actually take their turn instead of passing it along — the bar is the same for everyone in the circle.
Real practice, out loudContributing live, in front of the group, with no time to draft — that's genuine improvisation and public-speaking practice, not a worksheet version of it.
HELLO, MY NAME ISJon

"This is the one I reach for when a group needs permission to get a little ridiculous. Three sentences is a low bar, so even the quiet ones take a real turn — and ending on 'suddenly' means nobody gets to plan ahead. The stories get strange fast. That's the whole point."

Jon Zajac · Founder & Chief Icebreaker

Reflection questions

For classrooms and teams that want the debrief — these turn the game into a real conversation about how the room built something together.

  1. What was your favorite moment of Tall Tales Story?Surfaces which turns actually landed — and gets the group repeating the best lines immediately.
  2. Did you find it hard to come up with three sentences on your turn? How did you push through it?A window into how people problem-solve in front of a group, not just what they said.
  3. How did it feel to pick up the story from wherever the last person left it?Names the skill underneath the game — building on someone else's idea instead of starting your own.
  4. Did you try to stump whoever came after you? Why or why not?Opens a short conversation about competition and consideration — good sportsmanship versus a good story.
  5. How did it feel to get an equal turn, regardless of how talkative you usually are?Checks whether the activity did its real job — handing quieter people the same three sentences as everyone else.
  6. Did any of the stories change how you were thinking about something?The rare reflection question that can turn a warm-up into an actual idea worth keeping.

Jon Zajac

Founder & Chief Icebreaker

I started IcebreakerSpot because I believe strong connections are the foundation of successful teams. This site exists to make it easy to find and share the icebreakers and team-building activities that build trust, spark collaboration, and help groups do great things together.