Realms/09 Film & Drama

The Joker's Act

Step through the screen.

Where cinema goes past reality, The Joker's Act merges performance, intrigue and abstract imagination into a dramatic spectacle. Participants do not simply interpret stories. They step through the screen, breathing life into iconic cinematic moments through raw acting, roleplay and atmosphere. This category turns traditional storytelling into something unforgettable, and it rewards sharp communication, teamwork and creative courage.

Category Head

Hadia Shabkhez

Category Co-Head

Alishba Faizan

Rounds

Three rounds

Delegate cap

1 to 3 delegates

The rounds

  1. 01

    Multiverse

    • 1 to 2 delegates
    • Non-elimination

    Step beyond a single universe into a world where iconic characters collide. You choose a character, then bring them to life in an unfamiliar, high-stakes situation. You'll be given a scenario and must respond as your character would, paying close attention to their personality, background, motivations, mannerisms, relationships and way of speaking. Expect impossible encounters, conflicting personalities and twists that push your character beyond their original world.

    • Stay in character and adapt to the circumstances.
    • Use improvisation to keep the interaction natural.
    • Judged on creativity, character understanding, improvisation and performance.
  2. 02

    Film Making

    • 2 to 3 delegates
    • Elimination. The top 25% of teams qualify

    Lights, camera, action. Your team is assigned a memorable scene from a film or television show to recreate. Study it carefully and bring its characters, emotions, atmosphere and key moments to life. The scene should stay recognisable, but you're encouraged to add your own interpretation through acting, direction, camera work, props, makeup, costumes and delivery.

    • Props and costumes may be brought from home or made on the spot from the materials provided.
    • Divide responsibilities so every member contributes to the final performance.
    • Dramatic, comedic, chaotic or suspenseful, make it engaging and keep it connected to the original.
  3. 03

    Escape Room

    • 2 to 3 delegates
    • Final round. The top two teams take Winner and Runner-Up

    Welcome to Warren House. Something has gone badly wrong and your team is trapped in the basement. The only way out is to uncover hidden clues, solve the puzzles and unlock the exit before time runs out. Inspired by The Conjuring, the room holds a series of interconnected challenges built from observation, deduction, riddles, codes and hidden objects.

    • Search carefully and communicate what you find.
    • A clue that seems meaningless at first may matter later.
    • Work together, divide responsibilities and keep track of your time.

Study guide

The full brief for this realm, as a PDF.

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