Even if some people say they hate horror games, they cannot deny that such games are hard to ignore. People dressed in scary costumes for the trending Halloween parties can be a lot of fun. But what better way to get into the Halloween mood than some scary games to play with friends and get the party started. Scary games are nothing new and have been around for ages. But, they are the types of games that people cannot get bored of. So, in this post, we bring a list of exciting and scary games that will be great fun to play with your friends.
55+ Scary Games To Play With Friends
These scary games to play with friends are filled with jump scares and conjurings. So, grab your comfort blanket and prepare to enter the realm of scariness.
1. Light as a feather, stiff as a board
This is not Wingardium Leviosa or an optical illusion, as demonstrated by magicians. We don’t know if it has a scientific explanation, but this spooky game will certainly get you scared every time.
You will need:
- A group of friends
How to play:
- Let one friend lie on the floor while the others kneel around them.
- Then each of the kneeling friends places two fingers from each hand under the body of the friend who is lying down.
- Chant “Light as a feather, stiff as a board,” and try to lift your friend off the floor.
- It might not work the first time, but it will work the second time. Then the person who is on the ground can be lifted into the air.
2. Three kings
In the supernatural world of three kings, your connection to reality hangs by a thread as you seek answers with the support of a single friend. Prepare for an exhilarating game where stakes are high and mysteries await.
You will need:
- A dimly lit basement
- Three chairs
- Two mirrors
- A brave friend
How to play:
- Place three chairs in your shadowy basement or a calm, empty room (cover the windows), forming a circle. One is the throne, where you shall sit, and the others hold mirrors for the queen and fool spirits.
- Summon the spirits from the mirrors, beckoning them to share their wisdom.
- Once the spirits are present, you have one hour and one minute to unravel the mysteries of the unknown.
- Time flies as you ask questions, but beware, for when the clock strikes, you must rely on your friend to call you back.
3. Bloody Mary
This is one of the most popular “truth or dare” games,particularly at sleepovers. Of course, it depends on how much you believe, but even if you don’t, it’s bound to be bone-chilling.
You will need:
- A candle
- A mirror in the bathroom
- Matchbox
How to play:
- Switch off all the lights and light a candle.
- Go to the bathroom with the candle and shut the door.
- Look into the mirror and say “Bloody Mary” aloud thrice.
- According to the legend, Bloody Mary appears in the mirror and tries to pull you in.
- If you are lucky, you can escape with a scratch on the face or arms. If not, she might pull you into the mirror, and you will be stuck there forever.
4. Don’t look behind you
In the game “don’t look behind you,” you will embark on a nerve-wracking quest for answers to the unknown. However, your survival depends on maintaining steadfast determination and respecting the supernatural forces at play.
You will need:
- A candle
- Three chairs
- Two fearless friends
How to play:
- In your dimly lit basement, position a candle behind three chairs forming a triangle.
- With your two friends, take your seats in this triangular arrangement.
- Extend an invitation to demons, but vow not to cast your gaze upon them.
- The game’s rules demand utmost seriousness and forbidding even a whisper of laughter.
- The temptation to glance behind you will gnaw at your very core but resist, for laying eyes upon the demon means inviting its malevolence.
5. Ouija board
It’s fun to play with the Ouija board when all of your friends are sleeping over. There are Ouija board phone apps for people who want to communicate with the other world when they are alone. Be prepared for a haunting experience.
You will need:
- Ouija board with planchet
- Table
How to play:
- Place an Ouija board in the center. Decide on the questions and also who will ask the questions.
- Place the planchet on the board and say the name of the spirit you want to communicate with clearly.
- Let the appointed person ask the questions one by one.
- Once done, say goodbye clearly and remove the planchet from the board. If possible, keep the board and the planchet in separate places.
- If the planchet starts behaving erratically, moves over all the alphabets, or starts counting down rapidly, say goodbye clearly, and remove the planchet immediately. Do not allow the planchet to count down to zero.
- It is recommended that two people use the board at a time, but more people use it nowadays. Therefore, only one person must speak to the board.
- Do not use the board when you are sick or depressed.
- Also, try not to use the board alone.
6. Dry bones
In this spine-chilling game, you summon a deadly spirit to your home and attempt to evade it until 3 AM. Your goal is to survive until the witching hour to have your wish granted. Remember, it’s a game of life or wish, and the fear lingers whether the spirit appears or does not.
You will need:
- A clock
- A wish
How to play:
- Begin by summoning the deadly spirit into your home, but do so at your own risk.
- Once the spirit is called, find a place to hide within your house.
- Stay hidden in the dark and quiet until the clock strikes 3 AM.
- If you manage to survive until the fateful hour, your wish will come true, but if not, well, the consequences are best left unspoken.
7. Sandman
This is yet another frightful game that is both creepy and atmospheric. Play this with a group of friends and take turns experiencing it firsthand.
You will need:
- A group of friends
How to play:
- One person lies on the floor face down.
- The others sit in a circle around them.
- One person is the speaker. The others maintain complete silence.
- The speaker tells a story about how the person lying down was murdered and how the body was filled with sand.
- They lightly rub the areas they have specified. For example, “Now the murderer filled his forearms with sand. The murderer then stuffed sand into his legs,” and so on.
- When the person lying down tries to stand up, they feel as if their bodies are really filled with sand.
8. Dark reflection ritual
The eerie ritual thrives by harnessing negative energy. Interestingly, the more participants involved, the better, as it effectively disperses the energy among all contributors, ultimately reducing its impact.
You will need:
- A mirror
- A candle
- Running shoes (metaphorically speaking)
How to play:
- As the sun sets, gather with your companions and procure a mirror.
- Take turns gazing into your own reflection and exhale onto the glass, causing it to mist over. This action binds your negative energy to the mirror.
- Once everyone has contributed their negativity, ignite the candle.
- Extend the candle toward the mirror, intensifying the negative energy with each passing moment.
- The longer you hold the candle to the mirror, the more potent the negative energy becomes.
- Break the mirror as swiftly as possible.
- Begin to run, putting as much distance as you can between yourself and the now-unleashed negativity.
- Negative energy has become your unwelcome companion for the night, and its intensity will gradually increase.
- Nevertheless, if you persist until dawn, your reward will be an infusion of positive energy equal in strength to the negativity you’ve left behind.
9. Tsuji-ura
Tsuji-ura, also known as the Fortune Game, is a dreadful Japanese game that gives you goosebumps. We always recommend that you play this game with at least one other person who can stay rooted because there was a string of suicides in Japan a few years ago.
You will need:
- A comb
How to play:
- Decide who will be the speaker.
- Get a comb and head to a crossroads at night.
- Cover your face with the comb.
- The speaker runs their fingers thrice down the teeth. This is called “making the comb speak.”
- The speaker then says three times, “Tsuji-ura, Tsuji-ura, grant me a true response.”
- Wait at the crossroads until someone approaches.
- If no one comes or if someone you know approaches, the game is over. Try again later.
- If a stranger approaches, cover your face and ask them to tell you your fortune.
- If the stranger doesn’t or refuses to respond, you can uncover your face and wait for another stranger to approach.
- If the stranger tells your fortune, hear it fully and wait until they leave before uncovering your face.
- The words of the stranger are your fortune.
10. The binoculars game
Prepare for a thrilling and uncanny experience with the binoculars game. This game is also called “Eye Spy”. Proceed with caution; remember, this game is not for the faint of heart. Be ready to potentially part ways with a friend in the process.
You will need:
- A flashlight for each window in your house
- Paper and pen
- At least 17 feet of rope
- Scissors
- A timer
- A set of binoculars
How to play:
- As the sun sets, begin by closing and locking all doors and windows.
- Place a lit flashlight on each windowsill throughout your house.
- Set up a chair or a heavy object near a door to use as an anchor and tie one end of the rope to it.
- Position your willing (or perhaps unwilling) friend near the anchor, far enough from the door so they can’t reach it, and
- secure the other end of the rope around them. They must remain silent for the duration of the game.
- Write the message, “We welcome you. You shall not be harmed,” on a piece of paper and slip it under the door near your friend.
- At precisely 10:30 PM, turn off all the lights in the house, leaving only the flashlights on the windowsills.
- Place your ear against the door near your friend and listen attentively.
The real game begins:
- If you hear nothing, the game is over. Turn on the lights, release your friend, and burn the note you placed outside. It’s probably wise to leave the house as well.
- If you hear knocking, grab the binoculars and scissors. Move through the house, checking each window one by one. Turn off each flashlight as you approach.
- As you reach each window, use the binoculars to peer outside until you spot a distant figure.
- If you spot the figure, shout: “Forgive, for I am mistaken.”
- Quickly close your eyes and reopen them, looking outside again. If the figure has vanished, the game concludes.
- If the figure remains, pray you’ve secured all entrances to the house. Take your binoculars and scissors and go on a nerve-wracking search.
11. The picture game
If you think taking pictures of ghosts is only something that happens in movies, you need to know that you do this in real life with this game. However, to play this petrifying game safely, you must adhere to several rules.
You will need:
- A length of string or rope
- Scissors or knife
- One small mirror for each participant
- A camera with flash. Do not use camera phones
- A drinking glass
- An alcoholic drink, preferably wine
- A quiet room
How to play:The prelude:
- Start playing at midnight.
- Knot the ends of the string or rope and make a circle with it.
- Place the rope circle in the center of the room.
- Place the drinking glass in the center of the circle.
- Fill the glass with the alcoholic drink.
- Let every participant sit around the rope circle.
- Each participant places a mirror in front of them so that the reflective surface faces the ceiling.
- Turn off the lights.
- Invite an entity. The participants close their eyes and hold hands with each other.
- Every participant must say “I trust you” one after the other.
Begin the sitting:
- One participant takes the camera and says, “I caught you.”
- Then point the camera forward towards the center of the rope circle and click one picture.
- Pass the camera to the next participant who repeats the process.
- If you use a digital or a Polaroid camera, ensure that you do not look at the picture immediately.
- Repeat the process until each participant has taken three pictures each.
The farewell:
- Say farewell: All participants close their eyes and repeat the phrase, “It is time to go home,” in unison.
- Place the mirror upside down.
- Turn on the lights and cut open the rope circle with scissors or a knife.
- Take the drinking glass and empty it on a patch of dirt or bare earth.
- Take a look at the pictures and prepare to see something you never thought you would see.
- If any participant begins acting weirdly, says they are frightened, or complains of nausea or vomiting, stop the session immediately. To abort the ritual, you must close your eyes and repeat the phrase, “It is time to go home,” in unison with the other participants, put the mirror face down and cut the rope.
- Do not allow a participant who is acting erratically or complaining of fright or nausea to take a photograph.
- If they do, do not look at the picture after aborting the ritual. If possible, destroy the camera.
12. Dead man, dead man, take me to your grave
Prepare yourself for a spine-chilling and haunting experience. You’ll want to bring along a trusted companion to join you on this thrilling adventure.
You will need:
- A friend
How to play:
- One person should close their eyes while the other voices, “Count to ten in your head, then nod.”
- After the nod, the speaking person will move the closed-eyed person’s arms back and forth, alternating between above and below each other precisely ten times.
- The person holding the other’s hand will repeat this process a few times, decreasing the number of arm movements each time. Going from 10 times to five, then seven, and finally three times.
- Once these movements are completed, the speaker should snap their fingers three times and chant, “Dead man, dead man, take me to your grave,” until something eerie happens.
- Be prepared to witness the other person’s arms rise on their own, and let the chilling atmosphere of the game envelop you.
13. Concentrate
The Concentrate is a divination game that predicts your death date. Though it is a children’s game, we adults know how eerie and panic-inducing it can become, especially the rhyme.
You will need:
- Two friends
How to play:
- One participant is the principal, and the other is a guide.
- The guide stands behind the principal facing their back. The principal stands in front of the guide facing away from them, and with their eyes closed.
- The guide should make loose fists and begin beating lightly on the principal’s back in a one-two rhythm.
- Speak or sing the following Chorus rhyme:
Concentrate, concentrate
Concentrate on what I’m saying
People are dying, and children are crying
Concentrate, concentrate
- Stop the pounding motion and speak the following verse:
Crack an egg on your head, let the yolk run down
Let the chills run up, let the yolk run down
Crack an egg on your head, let the yolk run down
Let the chills run up, let the yolk run down
- When you say the verse, perform the actions mentioned in words. For example, tap your fist on the top of the principal’s head lightly when you say “egg” and open your fist and run your fingers down their back when your say “let the yolk run down.” When you say “let the chills run up,” run your fingers up the principal’s back.
- Start the one-two pounding motion again and repeat the Chorus.
- Stop the pounding motion and say the second verse:
Squeeze two oranges on your shoulders, let the juice run down
Let the chills run up, let the juice run down
Squeeze two oranges on your shoulders, let the juice run down
Let the chills run up, let the juice run down
- When you say “oranges,” squeeze and twist the principal’s shoulders lightly. Run your fingers down their back when you say “let the juice run down,” and up when you say “let the chills run up.”
- Start the one-two pounding again and repeat the Chorus.
- Stop the motion and say the third Verse:
Stick 10 needles in your sides, let the blood run down
Let the child run up, let the blood run down
Stick 10 needles in your sides, let the blood run down
Let the chills run up, let the blood run down
- When you say “needles,” stick all 10 of your fingers on the principal’s sides. Run your fingers down the principal’s sides when you say “let the blood rundown,” and run your fingers up their sides when you say “let the chills run up.”
- Start the one-two pounding again and repeat the Chorus.
- Stop the motion and say the fourth Verse:
Stab a knife in your back, let the blood run down
Let the child run up, let the blood run down
Stab a knife in your back, let the blood run down
Let the chills run up, let the blood run down
- Perform these motions when singing: when you say “knife,” lightly pound one fist into the principal’s back. When you say “let the blood run down,” run your fingers down the principal’s back and when you say “let the chills run up,” run them up their backs.
- Start the one-two pounding again and repeat the Chorus.
- Stop the motion and say the fifth Verse (which is slightly different than the other Verses and so you might have to adapt it a bit):
Wrap a rope around your neck, wrap it ‘til it’s tight
Wrap a rope around your neck, and
PULL
- When you say the verse, you have to perform the following actions: when you say “rope,” mime wraps a rope around the principal’s neck. Simply draw a line lightly around their neck with your hand to imitate a rope. Do not place your hands around the principal’s neck. When you say the word “pull,” place your hands on the principal’s shoulders and push lightly and sharply downwards.
- Hold the principal by the arms and lean in close. Whisper the following words in their ear:
You’re standing on a building
You’re out on the ledge
You’re feeling very dizzy
You’re close to the edge
And someone
PUSHES YOU
- When you say the word “pushes,” push the principal lightly but sharply forwards. Push them just enough to make them lose their balance but not enough for them to fall down.
- The principal should keep their eyes closed through all these steps. Only the guide must speak.
- The game is closed by the guide, who instructs the principal to open their eyes.
- The principal should open their eyes and describe the colors that they see immediately to the guide.
- You can guess how they will die based on the color the principal sees. The color code is as follows:
- Red: Death by stabbing
- Blue: Death by drowning
- Yellow: Death by poison
- Orange: Death by fire
- Green: Death by falling from a great height onto the grass
- Purple: Death by asphyxiation
- Grey: Death by illness
- White: Death due to old age and will ascend to heaven
- Black: Death due to old age and will descend to hell
- Brown: They will be buried alive
14. The Candyman
This is another scary game with a chilling twist that can send shivers down your spine. Gather your friends and get ready to experience it together.
You will need:
- A group of friends
How to play:
- Stand in front of a mirror in a dimly lit room.
- Chant “The Candyman” five times, one after the other.
- Be quick, for The Candyman is now summoned.
- Turn off all the lights in the room.
- Wait silently in the darkness.
- If you hear a faint whisper or see a shadowy figure, do not let The Candyman catch you.
- Hurry to switch on a light, for that’s your only protection.
- You may face terrifying consequences if you can’t illuminate the room in time.
15. Red book
This is a bloodcurdling Mexican fortune-telling game known as El Juego Del LibroRojo in Spanish, and it originated in Spanish-speaking countries when some people desired an extraterrestrial intervention.
You will need:
- A hardcover red book. It should not have any images, illustrations, or pictures in it. It must consist of text only.
- Red candle
- Matches or lighter
- A quiet room
How to play:
- Go into the quiet room.
- Turn off all the lights.
- All the participants sit in a circle and place the candle in the center of the circle.
- Light the candle.
The permission
- Close your eyes and place your palm on the book’s cover.
- Ask the book a question aloud: “Red Book, may I enter your game?”
- Keeping your eyes closed, open the book to a random page and place your finger on a random location on the page.
- Open your eyes and read the sentence the finger is pointing to. This is your answer.
- If the answer is positive, you can go to the next step.
- If it is negative or illogical, contact has not been established, and you should try again.
- Each player must do the same and receive permission to enter the game.
The rising action
- Close your eyes and place your palm on the book’s cover.
- Ask your question aloud.
- Keep your eyes closed and open the book to a random page. Place your finger on a random location on the page.
- Open your eyes and read the sentence where your finger is pointing. This is your answer which you can interpret in any way you want.
- Pass the book to the next participant. Every participant who has a question follows the same process.
The ending
- When all the participants have asked their questions and have been answered, close your eyes. Ask the book, “Red Book, may I leave your game?” Ask this question aloud.
- Keeping your eyes closed, open the book at a random page and use your finger to point at a random spot on the page.
- If the answer is negative or makes no sense, you may not leave the game. Try again.
- If the answer is positive, you may leave the game. Pass the book to the next participant.
- All the participants have to ask for the book’s permission to leave the game.
- When all participants have exited, close the book, extinguish the candle, open the curtains, and turn on the lights.
- Play this game at night.
- Though you can ask any question, it is not advisable to ask any question that might potentially anger the entity you are corresponding with.
- Avoid questions about your death.
16. The dice game
For those willing to take risks, here’s a game that may test your resolve.
You will need:
- Two dice
- A table
- An opaque, tiny cup
- The board from your favorite board game
- A stopwatch
- A heartfelt desire
How to play:
- Place your chosen board on the table.
- Position one of the dice at one end of the board; this is the first die.
- Place the second die inside the cup and put the cup right on the opposite side of the board from the first dice.
- Say, “The game is set. Care to make your wager?” After a moment, state your deepest desire.
Exit the room and close the door. - Now, wait for seven to eleven minutes. When the time is up, reenter the room. What you find will determine your fate.
- He does not wish to play if everything remains as you left it. Disassemble the game and dispose of the second dice.
- You’ve angered him if everything remains undisturbed, but the second dice is missing from the cup. Disassemble the game and try to locate and destroy the second dice.
- If the cup is turned upside down with the second dice inside, it’s your turn. Pick up the first dice and roll it.
- Take note of the number you roll, and then pick up the cup to compare it to the second dice.
- If your number is higher, victory is yours, and your wish will likely come true within a couple of days.
- If they match, it’s a draw, and life continues unchanged.
- If your number is lower, you’ve lost and must brace yourself for the consequences.
17. Sara Sarita
Sara Sarita is an unnerving Mexican game that is similar to the Red Book game. Some believe Sara Sarita was Lucifer’s daughter, while others believe that Sara and Sarita were sisters who suffered a terrible fate. In some places, Sara Sarita is also referred to as The Sister Sister Game.
You will need:
- Two participants
- Two coins of the same denomination
How to play:
- The two participants are called principals.
- Each participant has a coin.
Asking permission:
- Sit on the ground facing each other.
- Say the words, “Sara Sarita, may I enter your game?” in unison.
- Both principals throw their coins over their shoulders so that the coins land behind them. They have to do this together.
- If both the coins are heads up, you have permission to enter the game.
- You do not have permission if both coins are tails up. You may try again, but it is not recommended that you do so more than once. Instead, leave the room after apologizing for the intrusion. You can retry later.
- Proceed with caution if one coin lands heads up and the other tails up. Both principals must toss their coins again until they receive a clear yes or no answer.
The conversation:
- Once you receive permission, you can start asking questions. Ask only yes or no questions.
- Begin each question by saying “Sara Sarita” followed by the question clearly.
- Take turns in asking the questions.
- After each question, both the principals should toss their coins over their shoulders.
- If both coins are heads up, the answer is yes.
- If both coins are tails up, the answer is no.
- If one coin is heads and the other is tails, the answer is maybe.
- Once you have asked all your questions, say farewell.
The farewell:
- Speak clearly and in unison, “Sara Sarita, may I leave your game?”
- If both the coins are heads up, you may leave the game.
- If both the coins are tails up, you do not have permission to leave the game. Try again.
- If one coin is heads and the other is tails, you do not have permission to leave the game. Try again.
- Do not leave the game until you have received permission.
- Keep the coins safe somewhere, and do not spend them.
- Though this game can be played in any location, make sure you play in a place where the coins cannot get lost. If you lose your coin, the effect might be catastrophic.
- You can get up to retrieve your coins. Sit down in the original position when you have retrieved them.
- You may ask as many questions as you like but if you start getting a long line of “Maybes” or if you feel something is not right, proceed to the farewell immediately.
- Do not attempt to rig the game in any way by using weighted coins or tossing the coins in a certain way to get the answer you want.
18. The telephone ritual
This chilling game simulates a spooky encounter with the devil. It is best-played solo in a dimly lit, empty house with an old-fashioned landline phone. You may take turns to play with your friends individually.
You will need:
- A dark, empty house
- A landline telephone
- Salt
- A flashlight
- A cell phone
How to play:
- Find an abandoned, dark house with no company.
- Locate the bathroom and sprinkle salt across the threshold outside its door.
- Enter the bathroom, close the door, and lock it securely.
- Illuminate the toilet with a flashlight.
- Dial the house’s landline number from your cell phone.
- Wait in suspense to uncover who or what responds to the call.
19. The midnight game
The midnight game was a pagan ritual to punish those who break the law or disobey God. Although it appears to be quite dubious, it is one of the more popular ghastly games to play because it can be played at home with very little equipment.
You will need:
- At least one principal
- One candle
- A lighter or matches
- A piece of paper
- A pen or pencil
- A sterilized pin
- A room with a wooden door
- Salt
How to play:The invitation:
- Begin the game just before midnight.
- Write your full name, including your middle name, on the piece of paper.
- Prick your finger with the pin and let a drop of blood fall on the paper.
- Allow the paper to soak in the drop of blood.
- Turn off all the lights.
- Close the wooden door and place the paper with your name and the blood drop in front of it.
- Light the candle and place it on top of the
- Knock on the door 22 times. The last knock must coincide perfectly with the stroke of midnight.
- Open the door and blow out the candle. Close the door again.
- Relight the candle immediately.
The main event:
- Hold the candle and start moving around your home. Keep the salt and the matches or lighter nearby.
- Relight the candle within 10 seconds if it goes out. If you succeed, you can continue to move around your home. Continue to move until 3.33 am.
- If you cannot relight the candle within 10 seconds, immediately sprinkle salt in a circle around yourself and remain in that circle until 3.33 am.
The ending:
- You can stop moving or step outside the salt circle at 3.33 am. Switch on the lights.
- The game’s goal is to avoid the Midnight Man in the dark.
- If you stop moving or move outside the salt circle, he will find you.
- The following are indications of the Midnight Man being near to you:
- Sudden drop in temperature
- Soft whispers with no source
- A humanoid figure appears in the darkness
- The candle goes out
- If you notice the first three occurrences, leave the area right away. However, do not stop to investigate.
- If the candle burns out, relight it within 10 seconds or sprinkle salt on it to keep the Midnight Man at bay.
- If there is more than one player in the game, they must go through the invitation process separately.
- Do not turn on any lights during the game. Do not use a flashlight.
- Do not sleep while the game is in progress.
- Only a candle is allowed. Other sources of light, including a lighter,are not permitted.
- Use your own blood.
- Do not leave the house during the game.
- Do not communicate with or provoke the Midnight Man in any way.
- The Midnight Man will leave your home at 3.33 am. . Then, you can safely end the game.
20. See and kill
This scary game will make your heart race and your hair stand on end. Gather a group of friends, and prepare to experience fear like never before.
You will need:
- A group of friends
How to play:
- Choose one person to be “it,” taking on the role of a ruthless serial killer reminiscent of Michael Myers.
- The rest of the group must scatter and hide, each one silently dreading the pursuit.
- As the game begins, the hunted must strive to win and save their lives.
Rules of terror:
- Whenever “it” captures someone, the unfortunate victim must emit a bone-chilling scream that mirrors a gruesome attack, as if a hatchet has struck them.
- These horrifying screams serve two purposes: to signal to the group that someone has been caught and to escalate the fear factor.
- Imagine hiding beneath a bed, straining your ears for approaching footsteps, only to be jolted by the heart-rending scream of a friend from afar.
- The anxiety mounts as you question if the relentless killer is drawing near, if your hiding place is adequate, and whether your turn will be next.
- This game elevates ordinary hide-and-seek to a whole new level, where you realize you’re not actually in peril, yet the sheer terror persists.
21. Daruma-san
Daruma-san, also known as The Bath Game, is a Japanese game. It’s similar to the startling Red Light, Green Light, except the player who is “it” can be pursued by Daruma-san, and there’s no telling what will happen next.
You will need:
- One player who is the principal
- A bathroom with a bathtub
How to play:The prelude:
- Start at night just before you go to bed.
- Remove your clothing and enter the bathroom.
- Fill the bathtub with water. Turn off the lights.
- Get into the tub and sit down facing the faucet and the taps.
- Close your eyes and wash your hair.
- While Washing your hair, repeat the words, “Daruma-san fell down, Daruma-san fell down” over and over until you have finished washing your hair.
- Keep your eyes closed.
- You will now have an image in your mind of a Japanese woman standing in a bathtub. She’ll slip and fall, landing on her face on a rusty tap. Her right eye will be gouged out.
- Do not turn or open your eyes if you hear a sound or feel movement behind you.
- In a firm tone of voice, ask, “Why did you fall in the bathtub?” in a clear voice.
- Let the question hang in the air.
- Step out of the bathtub with caution, keeping your eyes closed. Make sure you don’t slip or fall.
- Do not drain the tub. Simply walk out of the bathroom and shut the door behind you.
- Open your eyes. Do not turn on any lights.
- Go to sleep.
The main event:
- The game begins the moment you open your eyes in the morning.
- Go through your day as you normally do. You will feel a presence behind you. If you turn and look over your right shoulder, you can catch sight of her. She will have black hair and only one eye.
- She will try to come closer to you throughout the day.
- If she is too close for comfort, shout “Tomare!” which means “Stop!” and run away from the place.
- Do not allow her to catch you.
The ending:
- Before midnight, look at her over your shoulder.
- Shout “Kitta!” which means “I cut you loose!” and bring down your arm in a chopping motion.
- If you perform this step correctly, she will disappear.
- If not, run.
- Daruma-san likes water and dark spaces. Until the game is over, try not to cross running water or swim. Avoid going to dark places.
- Use the “Tomare!” command sparingly. Every time you use it, the amount of time it will stop her will lessen. Only use it when necessary.
- End the game before midnight. Otherwise, she’ll appear in your dreams. She might try to hide if she suspects that you intend to end the game. Before saying “Kitta!” you must have her in your line of sight.
- Do not play this game more than once. She will appear in the same position the second time as she was at the ending of the previous time. It may be too close to you, and you may not be able to escape.
- Do not let her catch you at any cost.
- Do not drain the bathtub throughout the duration of the game.
22. Calling all ghosts
Belief in ghosts is not a requirement for this spine-tingling game. All that’s necessary is a touch of imagination and the cover of a profound night. While this game thrives in outdoor settings, a dimly lit house or room will suffice. Gather your friends and embark on a quest to summon spirits from beyond.
You will need:
- A group of friends
- A pitch-black night
How to play:
- You and your friends form a circle, standing outside in the darkness or in a dimly lit room.
- Take turns attempting to summon ghosts or spirits. There are no strict rules on calling them forth; use your methods and creativity.
- Some may opt for soft-spoken invitations, while others use more potent prompts.
- Although the ghosts may or may not appear, it is thrilling to patiently wait and watch for any sign of a spectral presence.
23. Baby blue
Baby Blue is a scary game that children play in bathrooms, according to urban legend. It is a hair-raising game, similar to Bloody Mary, and not for the fainthearted.
You will need:
- A bathroom with a mirror
How to play:
- Go to the bathroom by yourself, turn off all lights, and lock the door.
- Look into the mirror, hold out your arms as if you were rocking a baby, and say, “Baby Blue, Blue Baby” 13 times without stopping.
- You will feel the weight of an invisible baby in your arms if you do it correctly.
- As the baby grows, the baby will grow heavier and heavier, and it may even scratch your arms.
- You must drop the baby into the toilet, flush it before it becomes too heavy, and exit the bathroom.
- If you do not do it quickly, a woman will appear in the mirror and yell at you to return her baby back to her. However, her screams might break the glass.
- She might try to scratch you, pull you back into the mirror with the baby, or even worse.
- Close the bathroom door behind you and switch on the lights.
24. Monsters in the dark
Prepare for heart-pounding suspense in this game that thrives on the element of fear. The objective of this game is to terrify the person left alone in a dark room. As the darkness envelops them, the rest of the participants plot and execute their spine-tingling strategies.
You will need:
- A dark room
- A chair
How to play:
- One person is chosen as the candidate, who shall be seated alone in the pitch-black room.
- All other participants exit the room, leaving the chosen person in complete darkness.
- There are various ways to play this unnerving game, each designed to send shivers down the victim’s spine.
- One way is to sneak up and attempt to startle the seated person, catching them off guard.
- Otherwise, you may employ an object, like a long rope (resembling a snake) or something soft and fuzzy, to gently touch the victim’s arm or leg, inducing a startling reaction.
- One or more participants create eerie and unsettling noises, filling the room with a spooky atmosphere.
- The ultimate goal is to provoke the person in the chair to scream or exhibit fear in some other chilling manner.
- Players take turns occupying the chair, facing their fears.
25. Devil face
Teenagers play this appalling game in Spain. If you play it correctly, you will see the Devil’s face in the mirror.
You will need:
- 12 black candles
- Matches or lighter
- A bathroom with a mirror
How to play:
- Go into the bathroom shortly before midnight, close the door, and turn off the lights.
- Place the 12 candles in front of the mirror and light them.
- Keep your eyes closed until the clock strikes midnight.
- Open your eyes.
- You will see the Devil’s face in the mirror.
- He might pull you inside the mirror or do something dangerous.
26. Purple hearts
This game offers an eerie and engaging experience for a group of participants. In this activity, players can take turns in different roles to explore the depths of one’s imagination.
You will need:
- A group of friends
How to play:
- A participant lies down on the ground, shutting their eyes tightly.
- The remaining players form a circle around the sleeper.
- One member takes on the role of the inquirer while the rest maintain complete silence.
- The designated inquirer initiates the game by softly chanting, “Purple hearts. Purple hearts.”
- The other participants may play scary music or emit horrifying sounds in the backdrop.
- Afterward, the designated inquirer gently rubs the sleeper’s temples (the sides of the head) and inquires if they are asleep.
- If the sleeper affirms that they are, the inquirer proceeds to ask a series of questions regarding the sleeper’s surroundings and the sights they perceive, as if peering into their dreams.
27. Lady spades
Another game similar to Bloody Mary is Lady Spades or Queen of Spades. If you’re lucky, the woman (or whatever it is) in the mirror will grant you a wish. If you are not, you don’t need to know what happens.
You will need:
- A candle
- Matches or lighter
- Red lipstick
- A quiet room
- A mirror (you can choose a room with a mirror in it)
- The Queen of Spades from a deck of cards
How to play:The invitation:
- Start at midnight.
- Enter the quiet room and turn off all the lights.
- Light the candle and place it in front of the mirror.
- Write “Lady Spades” on the mirror using red lipstick.
- Hold the Queen of Spades card so that she is facing the mirror.
- Close your eyes and clear your mind.
- Relax as much as you can.
- Repeat the words, “Lady Spades, appear” seven times. You need to say it aloud and clearly.
- Keep your eyes closed. You will have a mental image of Lady Spades.
- She will be dressed in black and will have black eyes. Her smile will be warm and inviting, but her face will be scarred.
- Do not be alarmed or panic if you hear her voice, laughter, or footsteps. These indicate that she has been summoned successfully.
- Open your eyes.
- If you open your eyes during the invitation and everything appears normal, there is no one in the mirror, or you cannot hear any voices, laughter, or footsteps, the ritual has failed.
- This implies that there are no negative consequences. However, to be on the safe side, you can repeat the words, “Lady Spades, disappear,” wipe the mirror, blow out the candle, and turn on the lights. Then, as soon as possible, burn the card.
The wishing:
- Upon opening your eyes, if you see the following things, do not proceed:
- The candle is out
- The card is facing you
- The card has disappeared
- There is a woman in the mirror with her hands pressed against it
- If you see any of these, proceed to the ending immediately.
- If there is a woman in the mirror with her hands to her sides, you can proceed.
- Say your wish clearly to the woman.
- Maintain eye contact with her at all times. If you break eye contact, proceed to the ending.
- If she decides to grant your wish, she will smile and say “Yes.”
- Do not interrupt her, and do not stop between stating your wish and hearing her response.
The ending:
If the ritual is successful:
- Say the words, “Lady Spades, disappear.” Wipe her name off the mirror, extinguish the candle, and turn on the lights.
- Burn the card as soon as possible.
- Your wish will come true shortly.
If the ritual is unsuccessful:
- If the candle has gone out when you open your eyes:
- Relight the candle as quickly as possible.
- Say the words, “Lady Spades, disappear.” Wipe her name off the mirror, blow out the candle, and turn the lights on.
- Burn the Queen of Spades card immediately.
- If the card is facing you rather than the mirror when you open your eyes:
- Tear the card in half.
- Say the words, “Lady Spades, disappear,” wipe her name off the mirror, blow out the candle, and turn the lights on.
- Burn the Queen of Spades card immediately.
- If the card has disappeared when you open your eyes:
- Break the mirror.
- Turn on the lights and try to find the card in the room.
- If you find it, burn it immediately.
- If you don’t, do not look for it further. Leave the premises immediately.
- If the woman’s hands are pressed up against the mirror:
- Break the mirror immediately.
- Leave the premises.
- Burn the card.
- If you fail to maintain eye contact:
- Break the mirror at once.
- Leave the premises.
- Burn the card.
- If she says “No” to your wish:
- Break the mirror.
- Blow out the candle.
- Burn the card.
28. The 11-mile game
The 11-mile game is a high-stakes ritual that grants you the chance to obtain your deepest desires, but the journey is fraught with eerie challenges and potential consequences. Although this is a solitary endeavor, you may ask your friends to follow you in another vehicle, without distracting or disturbing your game.
You will need:
- A vehicle (car or motorcycle)
- A strong and specific wish
How to play:
- Begin your journey at night, preferably at a late hour when the roads are deserted.
- Navigate through dense woods until you intuitively identify the 11-mile road. Trust your instincts; you’ll recognize it when you find it.
- Once you’re on the 11-mile road, you must make a choice. You can either commence driving immediately or pause briefly to collect your thoughts. This is your only opportunity to halt or turn back.
During the drive:
- DO NOT play any music or turn on the radio.
- DO NOT open your doors or windows.
- DO NOT stop the vehicle, even if you hear or see anything unusual.
- DO NOT use your phone or any electronic devices.
- DO NOT exceed 30mph; prioritize safety.
What to expect on the 11-Mile journey:
- First mile: Nothing remarkable, perhaps a drop in temperature. You can use the car’s heater if necessary.
- Second mile: Similar to the first mile, continue driving.
- Third mile: You may notice movement around you. Keep your focus on the road and ignore all distractions.
- Fourth mile: Disregard any voices or sounds; keep driving.
- Fifth mile: If the landscape changes, with a lake or a bright moonlit glow, do not stop or get distracted; maintain your course.
- Sixth mile: The forest will return, and stars will vanish. Ignore flickering headlights and any messages from your radio.
- Seventh mile: Ignore voices, even if they seem to come from your backseat. Do not turn around; continue driving.
- Eighth Mile: You should not stop your vehicle; keep driving, even if visibility is hindered.
- Ninth mile: Your vehicle may stall. Close your eyes until it restarts, then accelerate and continue driving.
- Tenth mile: Do not check your mirrors, not even for the backseat. Stay focused on the road.
- Eleventh mile: Your vehicle will stall again at a red light. Do not look at the light or your surroundings; close your eyes and cover your ears. Wait until your vehicle restarts and proceed.
Arriving at the destination:
- Drive further until you reach the dead end. Here, you can make your wish. Envision it vividly. For small wishes, check your pocket; for larger ones, inspect your backseat or trunk. If your wish is non-material, return home and await its arrival. Be prepared for potential consequences and determine if it was worth the price. If you can endure the emotional toll and consequences, you can enjoy your wish or embark on an 11-mile road again.
29. The elevator game
This is one of the most popular games on the internet,presumably because people want to use the elevator to summon otherworldly entities rather than ride it up and down it. It is of Korean origin and means that the elevator serves as a portal to another world.
You will need:
- A building that has at least ten floors and an elevator.
How to play:Venturing out:
- Enter the building you have chosen and get into the elevator on the first floor. Make sure you are alone to get on the elevator. If someone else is already in it or someone else enters with you, do not proceed.
- Press the button for the fourth floor.
- When the elevator reaches the fourth floor, do not get out. Press the second-floor button.
- When you reach the second floor, press the button for the sixth floor.
- When you reach the sixth floor, press the button for the second floor.
- When you reach the second floor, press the button for the tenth floor.
- When you reach the tenth floor, go to the fifth floor.
- When you reach the fifth floor, a young woman might walk into the elevator.
- Do not look at her and do not speak to her.
- Press the button for the first floor. If the elevator ascends to the tenth floor instead of descending to the first, it is a sign for you to proceed.
- If the elevator goes to the first floor, leave when the doors open. Do not look back or talk to the woman.
- If you reach the tenth floor, you can either choose to remain in the elevator or get off it.
- If you choose to get off, the lady will ask you, “Where are you going?” Do not answer the question or look at her.
- There is only one indication of you entering the Otherworld, and that is there will be only one person there, and it will be you.
- The Otherworld will be the same as yours. The only difference will be that there will be no lights there, and you will be able to see a red cross in the distance out of the windows.
- If someone else enters the elevator while you are doing the ritual, do not proceed. Try again.
The return:
If you choose to stay on the elevator on the tenth floor:
- Press the button to the first floor. If it doesn’t work the first time, keep pressing it until it does.
- When the elevator reaches the first floor, exit as soon as the doors open.
- Do not look back or speak.
If you leave the elevator on the tenth floor:
- Select the same elevator as the one in which you came to return.
- After entering the elevator, press the buttons in the same sequence as you did while venturing out. You will finish on the fifth floor.
- When you reach the fifth floor, press the button to the first floor.
- The elevator will start to ascend to the tenth floor once again. Press any other floor’s button to cancel the ascension before you reach the tenth floor.
- When the doors open on the first floor, check your surroundings carefully. If anything seems off or weird, do not exit the elevator.
- Repeat all the steps and check before getting out.
- Once you are sure you are getting out in your world, you can safely step out of the elevator.
- Getting back to the elevator might prove difficult in multiple ways. You might feel disoriented and forget the elevator you arrived in. The elevator might also seem to move farther away from you as you approach it. Keep your wits in your grip, and do not panic.
- If you faint during the exercise, you might wake up in your own home. However, you need to check carefully whether the home is in your world or the Otherworld.
- If someone enters or leaves during the return trip, start again from the fourth floor.
- At no point must you look at, talk to, or communicate in any way with the young woman in the lift.
30. Ma Lon
This is a chilling game of spirits on the hunt, a twisted version of Ouija. It is a game of summoning and evasion, where spirits are the hunters, and you are their prey.
You will need:
- An empty can
- A cigarette
How to play:
- Light the cigarette or incense.
- Place the cigarette near the empty can in front of the incense.
- If the cigarette burns, with the inhalation and exhalation mimicking someone smoking. This signals the summoning of a spirit.
- During the game, the summoned ghost will pursue you and target your ankles or other parts of your leg to catch you.
- Your only rule is to run straight; taking any turns will banish the spirit.
- The incense acts as a timer; when it burns out, the game ends.
31. Hide and seek alone
What do you do when you don’t have anyone to play hide and seek with? Of course, summon a dark entity to “play” with you! Your “it” isn’t looking for you to find you,it’s looking to stab you with a knife.
You will need:
- Two small bowls
- One sterilized pin
- Some chicken bones
- A candle
- Matches or lighter
- A clock
- A dark room in a larger playing area
- A hiding place outside the dark room but within the playing area
How to play:The prelude:
- Start the game before midnight and empty the space of all other people and other living things.
- Enter the darkroom. Make sure that when the door is closed, and the lights are off, no light comes through. Use curtains or black paper to block all light.
- Get all your supplies and place them outside the door to the room.
- Switch off all the lights in your playing space. Come back to the door of the darkroom.
- When the clock strikes 12, begin the game.
The summoning:
- Enter the darkroom with one bowl, the chicken bones, the candle, and the matches or the lighter.
- Close the door behind you.
- Place the bowl on the ground and the chicken bones inside it.
- Light the candle.
- Say the following words aloud: “Bones, you may see.”
- Take the candle and leave the room. Leave the bowl in the room. Close the door once you have exited the room.
- Prick your finger with a pin and allow a few drops of blood to drop into the other bowl.
- Re-enter the room with the candle and the bowl with your blood. Close the door behind you.
- Place the bowl on the ground and repeat the words aloud: “Blood, you may see.”
- Take the candle and leave the room. Leave both the bowls inside. Close the door behind you.
- Re-enter the room with the candle and close the door.
- Place the candle on the ground and say, “Flesh, you may not see. You may find.”
- Extinguish the candle and exit the room leaving everything as it is. Close the door behind you.
- You have five minutes to hide.
The main event:
- You cannot use a clock to check the time. Instead, make an estimate and hide accordingly.
- Once you have hidden in your selected place, do not move or speak or make any noise. Stay quiet and still.
- Stay in the hidden spot for at least an hour and listen.
- If you hear heavy breathing or loud footsteps, someone is searching for you.
- If there is no sound, no one is present. The entity has left the building.
The conclusion:
- Once you are sure there is complete silence or the sun comes up (whichever is earlier), you can safely come out of hiding.
- You have won the game.
- Return to the room and remove the supplies.
- Empty and clean the bowls as soon as possible.
- Bury the chicken bones far away from your playing space.
- Break the bowls and bury them with the chicken bones.
- Dispose of the candle and make sure it is never lit again.
- Never play this game more than once.
32. The spirit of the pen
The spirit of the pen, or Bixian, is a ritual rooted in Chinese culture that focuses on supernatural communication. This sacred practice’s origins can be traced to an ancient Taoist divination ritual called ‘fu-chi’ or ‘fuji.’
You will need:
- At least two participants (ideally three, but not more than five)
- A large piece of paper (A4 size is recommended)
- A pen or another writing implement
- A time-keeping device (optional but recommended)
- Candles (optional but recommended)
- Matches or a lighter (optional but recommended)
- A dark, quiet room
- Questions
How to play:The preparations:
- Begin the ritual before midnight.
- Make any necessary choices beforehand.
- Gather all participants and supplies in the chosen room, ensuring no disturbances.
- You may choose to draw the curtains or block the windows if desired.
- If using a time-keeping device, place it where everyone can see it.
- Place the paper on a flat surface and draw the game board.
- Position the candles to illuminate the game board if using them; then, light them.
- Dim or turn off other room lights.
- One participant holds the pen point down in the center of the game board, perpendicular to it.
- Other participants join in, each holding the pen in the same hand.
The conversation:
- Repeat a chosen chant in unison while observing the pen.
- If the pen remains stationary, the ritual has failed; stop and leave.
- If the pen trembles or moves slightly, the ritual has succeeded; do NOT let go of the pen.
- Confirm that your correspondent is responsible by asking, “Spirit, are you here?”
- If the pen’s movement remains the same or stops, the ritual has failed; stop and leave.
- If the pen’s movement increases, proceed cautiously. The pen may draw a small circle or ring on the game board.
- Ask your questions about your correspondent, your own life, or any other queries. Do NOT ask about desires, how they died, or befriend them.
- Watch the pen for answers; respect non-answers as responses.
- Do NOT let go of the pen at any point.
- Continue until you’re ready to stop or midnight approaches; do not play after midnight.
The farewell:
- When ready to stop, thank your correspondent politely.
- Wait for the pen to stop moving.
- Release the pen and turn on the lights.
- Pack up your supplies and leave.
- Destroy and dispose of the game board and pen; do NOT take them home.
33. Cat scratch
Many people swear that this game works, though we’re not sure why anyone would want cat scratches on their body. However, if you’re looking for some shocking thrills with a group of friends, this game will have you shivering.
You will need:
- A group of friends
How to play:
- Ask one friend to lie on the floor with their head on another friend’s lap.
- The sitting person recites a story while massaging the lying down person’s temples.
- The story must involve a cat and must be creepy – it usually involves the cat falling sick or dying.
- When the story ends, the person lying down has to get up and pull up their shirt.
- If the ritual has gone right, their back will be covered with red claw marks.
- How the ghost cat got through their shirt and scratched them without their knowledge is anybody’s guess.
34. Mother Midnight
This nighttime ritual involves a principal, an assistant, and optional spectators. The goal is to seek information from a supernatural entity called ‘Mother Midnight.’
You will need:
- A flashlight
- An object of sentimental value to the principal from their childhood
- A time-keeping device
- A doorway with space on one side
- Clear, calm weather
- Nighttime
How to play:The preparation
:
- Gather players and supplies before a darkened doorway.
- Turn off all lights in the building.
- The principal stands in front of the door, holding their childhood object.
- The assistant stands behind the principal with a flashlight.
- Spectators remain quiet and far behind the principal.
The main event
:
- The principal opens the door, takes 12 steps forward, and places the object on the ground. They return to their previous position, facing the assistant.
- At midnight, the assistant opens the door again, and the principal reads this chant: “Mother Midnight, take this key; Mother Midnight, you are free; Mother Midnight, let me see.”
- The assistant shines the flashlight at the object.
- Depending on the object’s status, different actions are taken.
- If the object is alone, the ritual fails.
- If the object vanishes, the ritual fails.
- If the object is accompanied, actions are taken based on the figure’s behavior.
- If the figure looks at anyone, the ritual fails.
- If the figure focuses on the object, proceed with caution.
- The principal asks Mother Midnight a series of questions: birthdate, date of death, the principal’s birthdate, and the principal’s date of death.
- Do not interrupt Mother Midnight’s responses.
The farewell
:
- After the final question, the principal will thank Mother Midnight and recite this chant: “Mother Midnight, I am grown, Mother Midnight, leave this home.”
- The assistant closes the door.
- Turn on all lights and stay in the area until sunrise.
- Dispose of the childhood object the next day, as keeping it is dangerous.
35. Triple mirror game
If you want to make contact with ghosts and spirits, you might want to buy many mirrors. They seem to like mirrors and candles, both of which you will be using in this game.
You will need:
- Three-floor length mirrors with stands
- Three-bed sheets large enough to cover the mirrors
- White candle
- Matches or lighter
- Salt
- A darkroom
How to play:
- Switch off all the lights in your playing space.
- Take all the items to the darkroom. Keep the door open.
- Sprinkle a line of salt across all door thresholds and windowsills.
- Place the mirrors in front of the door so that the image of the door is reflected from the first mirror into the second and from the second to the third.
- Place the candle in front of the door between all the mirrors and light it.
- You will have to step in front of the mirrors to light the candle. Light it quickly and step away at once.
- Stand outside the mirror arrangement but within the room so that you can see the third mirror but are not reflected in the other two mirrors.
- Look closely into the third mirror.
- When you wish to end the game, avert your gaze from the third mirror.
- Place the sheets over the mirrors, starting with the third mirror first. Do not step into the arrangement while doing this.
- When all the mirrors have been covered, step in and extinguish the candle. Step out quickly.
- Turn on the lights.
- Place the mirrors close to a wall with the reflective surfaces facing the wall. Do not remove the covers.
- Leave the mirrors in this position for at least three days. Do not enter the room during this time.
- After 72 hours, you can move the mirrors to safe storage. Sprinkle salt over each of the mirrors before moving them.
36. The dumb supper ritual
The dumb supper ritual is a unique and solemn dinner party with a twist, where the guests in attendance may not be among the living. Depending on the host’s intentions, the living participants follow a precise set of steps during this ritual.
You will need:
- A clock
- A prepared meal
- Lanterns for the dining room
- A candle
- Optional: paper and writing implements for guests
How to play:Setting up:
- Start the ritual before midnight, ensuring you have a clock nearby.
- Prepare the meal in silence.
- Light the lanterns in the dining room, maintaining silence.
- Turn off any electric lights in the dining room. Silence must be maintained.
- Light the candle at the head of the table without speaking.
- Welcome your guests as they arrive. Neither you nor your guests should speak during this time.
Seating arrangement:
- Seat your guests at the table, but do not seat anyone at the head of the table or in the seat opposite it. Maintain silence.
- Before seating yourself, acknowledge the head of the table, then take the seat opposite it. As the host, you MUST sit in this specific seat.
- Continue observing silence, and do not allow your guests to speak.
Serving the meal
:
- Keep an eye on the clock, ensuring silence is maintained.
- Exactly at midnight, serve the meal. Start by serving the seat at the head of the table, then each guest, and finally, serve yourself, the host. Do not permit any guest to start eating until everyone is served.
- Maintain silence during the meal and enjoy it.
The game
:
- For romantic insights
If you aim to glimpse your romantic future, wait and watch closely. If you see or sense a figure entering and sitting in the empty seat, observe them closely. Note their appearance or mannerisms. Stay vigilant in the following days, weeks, months, or years, as this figure may represent a future partner. Be cautious if you see nothing or something unsettling, as your romantic future may hold unexpected challenges.
- For honoring or messaging the dead
If you conduct the ritual to honor or pass a message to the deceased, provide paper and writing implements to your guests (if any) and yourself. Write your notes on slips of paper and, one by one, bring them to the candle and burn them to ashes.
After the dumb supper:
- Once you feel ready, clear the table in silence.
- If guests are present, allow them to sit with their thoughts until they choose to rise from their seats, acknowledge the head of the table, and depart. They must not speak until they have left the premises.
- After all guests have left and the table is cleared, extinguish each lantern without speaking.
- Acknowledge the head of the table once more, extinguish the candle, and exit the dining area.
- You may now speak freely.
37. The shoebox telephone
If you are new to these types of games, you can begin with this game. However, such games are always fraught with danger. Therefore, play at your own risk.
You will need:
- A closet
- A paper cup
- A shoebox
- Some string, two to four feet long
- A needle
- Scissors
- One object belonging to the person you want to speak with
- A sheet of paper
- An ink pen. Pencils or ballpoint pens will not work
- A flat surface
How to play:
- Begin right before you go to bed.
- Keep the lights on but turn off all electronic devices,including your cellphones, laptop, television, router, etc.
- When you feel the time is right, write a letter to the person you want to communicate with.
- In the letter, you must explain why you want them to call you. Do not cross out anything or make any mistakes. Do not plan in advance or overthink. Just write.
- When you are done, tie one end of the string to the object of the person.
- Thread the other end through the bottom of the paper cup. Tie off the thread.
- Pick up the cup and read your letter into it clearly and aloud. Include the mistakes you have made while writing, if any.
- Place the letter and the object into the shoebox. The thread will come out of the box.
- Close the lid and put it on the floor of the closet.
- The paper cup must be standing on top of the shoebox. Put the scissors next to it.
- The answer will come to you in the form of a dream. It will tell you that the person is trying to call you. It may come on the same night or a night shortly after.
- It is time for you to answer the telephone.
- Go to the closet, do not turn on the light, and do not speak.
- If the shoebox is open or the paper cup is knocked over, do not proceed with the call. Snap or cut the string and burn it immediately.
- If the shoebox and paper cup are untouched, step into the closet and close the door.
- Sit down and place the paper cup to your ear. Cover your other ear with your hand and listen carefully.
- Do not touch the shoebox, do not make any movement or noise, and do not speak at all, even if you are asked any questions or asked to say something.
- When the call has ended, or you want to hang up, hold the lid of the shoebox firmly closed with one hand and pull on the thread with the other hand until it snaps. If you cannot snap the thread in this manner, you can use the scissors to cut it.
- Remove the shoebox and place it in a safe location where it will lie undisturbed for several months.
- Burn the paper cup.
38. Deadman’s tag
Deadman’s tag is a classic childhood game with a thrilling twist that adds a spooky touch to a familiar concept. It’s a game to be played with caution and a sense of adventure. Ideal playing conditions for this game include a night with minimal moonlight, such as an overcast, cloudy night or during the new moon phase.
You will need:
- At least three participants; no principal roles.
- One flashlight per participant.
- One timekeeping device per participant (optional but recommended).
- A playing field, ideally outdoors, with ample space and hiding spots.
How to play:
- Begin shortly before dark, aiming for a night with minimal moonlight.
- Gather all participants, ask them to carry their flashlights and timekeeping devices, and move to the chosen playing field.
- As a group, select a home base. The home base should be a physical object you can touch, such as a distinctive rock, tree, or unique geographical feature.
- Decide as a group on the duration you’ll have to hide once the game starts. This time should be measured in seconds, preferably between ten and 100 seconds.
- Wait until complete darkness has fallen. Gather all participants at the chosen home base when it’s dark, facing out into the night.
- Choose one person to say: “We invite you to play a game of tag. The home base is [home base name]. When the game begins, we have until the count of [name your chosen time frame] to hide. Then you may look for us. Once we all return home, the game is done.”
- Then, in unison, call out, “You’re It!”
- Scatter, run and hide.
- Your objective is to return to home base without being caught by the person who is “It.” You may use your flashlight sparingly to locate your destination.
- When you reach home base, touch it and say, “Safe!”
- After everyone returns to home base, one person can say, “We win, the game is over, thanks for playing.”
39. Red door, yellow door
Red Door, Yellow Door is a popular sleepover game known as “Black Door, White Door” or “Doors of the Mind.” This game requires at least two people to play because one person must guide you through the trance and pull you back if necessary.
You will need:
- Two players – one principal and one guide
- An alarm clock
- A pillow
How to play:
- We will consider you as the principal of this game.
- Set the alarm clock for an hour from the time you start.
- The guide first sits cross-legged on the floor with a pillow on their lap.
- Next, you lie on the ground and place your head on the pillow. Close your eyes.
- Raise your hands in the air and relax. Keep your eyes closed throughout.
- The guide massages your temples and chants “Red door, yellow door, any other color door,” over and over.
- If there are other people in the room watching you, they should also chant.
- When you start slipping into a trance or see a room or doors in front of you, lower your arms. This is the sign for the guide and the others to stop chanting.
- The guide will ask you questions. These questions are mainly about your surroundings. However, they might ask you to open doors. When the guide asks you a question, you should answer it.
- The questions or instructions might be as follows:
Do you see a room?
Are you in the room?
Describe the room.
What are the colors of the doors?
Do you feel good about the yellow door?
Open the yellow door and go through.
- Observe your surroundings carefully and in detail.
- Describe the rooms and their details to the guide as accurately as possible.
- Make sure you notice things about yourself as well: What you are wearing, what is in your pockets, and so on.
- When the alarm goes off, the guide must gently bring you back to the real world. Make sure all the doors you have opened are closed.
- If you enter a room full of clocks, exit immediately. Clocks can trap you.
- If you encounter any people in any of the rooms, it is not wise to interact with them.
- If you find a man in a suit, describe him in detail to the guide so that they can bring you back immediately to the real world. If they cannot, do not interact with the man and exit the room immediately.
- If you do not have a good feeling about a door, do not enter.
- If you wish to open a door but find it locked, see if you have a key on your person. It might open the door. But if you don’t, move on. This might not be the right time for you to open the door.
- If you get trapped in a room, get out of the trance immediately.
- If you are deep into the trance to wake up, it might be necessary for the guide to shake you roughly to awaken you.
40. The answer man
This enigmatic ritual, known as “The Answer Man,” demands precise numbers – ten participants and ten mobile phones. The mobile phones are destined for destruction by the end of the game. Thus, you might want to use affordable pay-as-you-go burner phones for this game.
You will need:
- Ten cell phones
- Ten participants
How to play:
- Commence the ritual at any time and in any location.
- Form a circle with all ten participants.
- Each participant should share their phone number with the person to their right, ensuring they can call the person on their left.
- Simultaneously, on the count of three, all participants must call the person to their left.
- If all ten participants encounter a busy signal or reach voicemail, the ritual has failed; do not proceed. If this happens, try again later.
- If nine participants experience a busy signal or voicemail while one participant’s call goes through, the ritual has succeeded, and you may proceed. The participant whose call succeeded will hear a voice on the other end.
- The successful caller can now ask the Answer Man a question.
- Listen attentively to the response.
- After the Answer Man replies, he will pose a question to the participant.
- The participant MUST respond truthfully and accurately.
- When you have obtained all the required information, inform the Answer Man that you must leave to end the call.
- The Answer Man may try to prolong the conversation, possibly offering information for free. Do NOT stay on the line. Clearly state your need to end the conversation.
- If you persist, the Answer Man will bid you farewell and hang up, concluding the call and the game.
After ending the call, promptly destroy all cell phones used during the ritual.
41. Ghost
If you find the Ouija board too nerve-wracking but still want answers from the afterlife, this is the game for you. Of course, beginners can play this game as well, but be careful not to ask too many questions.
You will need:
- A deck of cards
- Some candles
- Matches or lighter
- Friends
- List of questions
- A dark room
How to play:
- Sit in the darkroom with all the lights turned off. Make sure there is no light coming through the window and door cracks.
- Sit in a circle with five of your friends.
- Give each friend a candle.
- Each participant has to place the candle in front of themselves and light them.
- Shuffle the deck of cards nine times.
- Deal yourself with 11 cards and place them in front of you face down.
- Place the other cards in front of the others in a single deck.
- It is time to start asking questions.
- Each participant should ask a question and pull up a card from the stack.
- You may pull a card from your stack of 11 cards.
- The heart means “yes,” clubs means “I don’t know.” A spade is a “no,” and a diamond is a “maybe.”
- Once you are done, make sure you say farewell.
- Extinguish all the candles and stack up all the cards.
- Keep them away. They may never be used for normal play.
42. Hyakumonogatari Kaidankai
This ancient scary game is inspired by a centuries-old Japanese tradition, Hyakumonogatari Kaidankai, that dates back to the Edo period.
You will need:
- A group of participants
- Hundred candles
How to play:
- Gather in an absolutely dark space and light 100 candles in the room.
- Arrange yourselves in a circle, sitting close together.
- Begin with the storytelling rotation. After finishing a story, the storyteller must blow out one candle.
- Each person takes their turn sharing eerie tales, one after another.
- Continue this pattern until you’ve collectively recounted 100 stories.
- As the 100th tale concludes, await the unforeseen event that’s rumored to occur.
43. The thumb game
This is a Japanese ritual game that has gained popularity in recent years due to YouTube and its spread throughout the English-speaking world. It is based on a gruesome story about a young woman murdered and discovered in pieces. Except for her thumb, the police found all the pieces.
You will need:
- At least three participants
- A dark room
How to play:
- Sit in the darkroom and turn off all the lights. Make sure there is no light coming from the windows or door slits.
- Sit in a circle on the floor.
- Extend your hand to the player sitting to your right and hold the thumb of their left hand in your right hand. The participant to your left will do the same with their right hand and your left thumb.
- Still holding each other’s thumbs, close your eyes.
- Imagine a small cottage that is not too extravagant but not too austere. It must be a comfortable living for you. You can imagine as many things about its interior and exterior as you like. It must be a place where you dream of retreating when stressed.
- Now imagine the cottage in pieces. You have been murdered and torn to pieces, each of your body pieces scattered all over the cottage.
- When you have spent sufficient time on this image, open your eyes.
- If the ritual has gone correctly, you will see that you are at the cottage when you open your eyes. It is dark and lit by only one candle.
- If you do not find any change when you open your eyes, you have failed. You can try again later.
- If you have succeeded and are in the cottage, release each other’s thumbs and search the cottage for the missing thumb. Search thoroughly. Do not leave any corner unexplored.
- Keep an eye on the candle. You have only as long as the candle remains burning. If it burns out, you are trapped.
- If you find the thumb, inform all the participants that you have found it and gather near the candle.
- Hold the thumb in your right hand.All the remaining participants hold their right hands to the hand holding the thumb, lean in together, and blow out the candle.
- If you do not find the thumb, gather all the participants while it is burning, grasp each other’s left thumbs with your right hands, lean in, and blow out the candle.
- Once you return to the room from where you started, you might feel disoriented for a while.
- Release each other’s thumbs and turn on the lights.
- If you found the thumb, you might find that your luck has improved over the next few days.
- If you didn’t find the thumb, you would experience no improvement.
- You may try again later.
- There is also a possibility that you might never return.
- While you are in the cottage, do not turn and look if you feel a tap on your shoulder.
44. The pendulum
This game can serve as a means to explore the depths of your subconscious with the mysterious power of a pendulum.
You will need:
- A pendulum (crystal, necklace, or any meaningful object)
- String
How to play:
- Attach the chosen object to a string (making a pendulum), allowing it to dangle freely.
- Establish the pendulum’s responses.
- Ask a question with a known answer to identify the pendulum’s “yes” and “no” swings.
- For example, if front-to-front swing means “yes” and side-to-side swing means “no,” remember this.
- Participants can take turns asking yes-or-no questions.
- The pendulum’s movements will answer, revealing hidden truths or mysteries.
- This game can be enjoyed alone or with others, taking turns as the questioner or the one holding the pendulum.
45. The ghost paper challenge
This game is similar to “Ghost,” but more alarming, creepy, and scary. Do not attempt to play this game if you are only just starting as no one knows what is on the other side of the door.
You will need:
- Paper
- Pen
- A candle
- Matches or lighter
- A dark, quiet room with a door. The paper and pen must be able to slide under the door when it is closed.
- A clock
- Three questions
How to play:
- Start the game a little before 3 am.
- Turn off all the lights in your home and take the items to the darkroom.
- Go into the room. Close the door behind you.
- Place the paper in front of the door.
- Place the candle next to the paper and light it.
- Keep checking the clock for the correct time.
- At precisely 3 am, knock on the door three times and repeat the phrase, “Spirit of the door, I welcome you; make yourself present and come through,” aloud three times.
- Write the first question on the paper. When you are done, place the pen on the paper and push them from under the door halfway through.
- Wait for a while.
- If the paper remains where it is, no spirit has come. Extinguish the candle and retry later.
- If the paper is pulled through to the other side, the summoning has been successful.
- After some time, the paper and pen will slide back under the door to you.
- Read the response.
- Repeat the procedure for the second and the third questions.
- After reading the last response, thank the spirit for its time and extinguish the candle.
- Do not open the door until the
- If your first question is answered, but the paper doesn’t move for the second or third questions, do not proceed. Instead, apologize aloud and thank the spirit. Extinguish the candle. Do not open the door until morning. You can try some other time.
- If the paper comes back with a response that tells you to go away, leave the spirit alone, or is hostile, do not proceed. Apologize and end the session.
- More than one participant can play this game at a time. However, each participant must have only three questions.
- You can ask any question but keep your tone and manner respectful at all times.
46. This Little Piggy
This chilling game centers around the recitation of the nursery rhyme “This Little Piggy.” Performed in a dark room between midnight and 3AM with an open door, players huddle under a large blanket, barefoot. Reciting the rhyme and offering candies is key to summoning a supernatural presence.
You will need:
- A dark room
- An open door
- Friends
- A large blanket
- Bare feet
- Candies or sweets (optional)
How to play:
- Gather friends and ensure the room is dark with the door open.
- Sit under a large blanket with bare feet (preferably at 3 AM).
- Recite the nursery rhyme “This Little Piggy” while wiggling your toes. Consider offering candies or sweets.
- Pause after the rhyme, then recite an invitation: “I hear children’s voices echo close”/ “Your footsteps echo near”/ “As day
- has gone and night is here”/ “You have nothing to fear.”
- Once the presence manifests, ask it questions, but never unveil it or lift the blanket.
- Once done with the questions, conclude the session by reciting the nursery rhyme once more.
- Remove the blanket and hope the entity is successfully sent away.
47. Gnome, gnome, come
In Russian folklore, gnomes are known for granting wishes. Because gnomes are usually benevolent, it is a safer scary game to play.
You will need:
- Two chairs
- Twine
- Measuring tape
- Scissors
- Individually wrapped candies or sweets, one for each participant
- Wishes
- A dark, quiet room
How to play:
- Close all the curtains and turn off the lights in the darkroom.
- Remove all white things or things with religious iconography on them present within the room.
- Position the two chairs in the room.
- Get all the participants and the items in the roo
- Remove all the people who are not participating in the game, and the pets from the room.
- Close the door.
- Tie one end of the twine to one chair’s legs.
- One by one, each participant should take a wrapped candy and tie it to the twine securely. No player must tie more than one candy to the twine.
- Use a measuring tape to ensure that the candies are equidistant from each other. You must also tie the twine tautly so that the candies do not touch the ground.
- While tying the candy, each player must make a wish silently. Hold the wish in your mind.
- Remember which candy is yours.
- When all the candies have been tied, cut the twine from the spool with scissors. Leave at least six inches of twine before cutting it.
- Tie the snipped end of the twine to the leg of the second chair.
- All the players must turn their backs to the chairs, and no one must watch them.
- If there are any lights on, switch them off now.
- All the players chant, “Gnome GnomePriyti” aloud. It translates to Gnome, Gnome, Come.
- You might hear some rustling sounds from behind you. You must not turn.
- When all sounds have ceased, turn around and turn on the lights.
- If your candy has been unwrapped, bitten into, or eaten completely, your wish will come true shortly.
- If your candy remains untouched or your wish has not been granted, you can try again after some days.
- Untie the twine and get rid of it and the remaining candies safely.
48. Salt rituals
Salt rituals, while not the scariest of scary games, offer a fun activity to enjoy with friends. This ritual involves manifesting your wishes through a simple process.
You will need:
- Salt
- Fireproof plate or bowl
- Paper
- A group of friends
How to play:
- Gather the necessary items: salt, a fireproof plate or bowl, and a piece of paper.
- Gather your friends and all of you write your wishes on the paper, keeping it private.
- Sprinkle a thin layer of salt over the paper to conceal the wish.
- Fold or roll the paper to retain most of the salt inside.
- Place the paper on a fireproof dish.
- Ignite the paper and allow it to burn completely.
- Once the paper is entirely consumed, it’s crucial to remove it from your home to ensure the wish’s fulfillment.
- A common method is to flush the ashes down the toilet, ensuring no remnants.
49. Charlotte’s web
If you are thinking of the children’s classic Charlotte’s Web, you’re mistaken. This game involves conjuring the ghost of a 7-year-old girl from the 15th century whose mother was burned at stake for being a witch.
You will need:
- Two participants
- A room without windows
- Flashlights (do not use candles, lighters, or any flames at all)
- A toy
- A mirror
- A table and two chairs
How to play:
- If you cannot use a room without windows, cover the windows as completely as possible.
- Place the chairs in the room to be next to each other and are approximately two feet apart. Both chairs should face the same direction.
- Place the mirror in front of the chairs. You should be able to see your reflection when you sit on the chairs. Do not sit on them yet.
- Place the table behind the chairs. The table should also get reflected in the mirror.
- Place the toy on the table.
- Turn on the flashlights and turn off all the lights in the room.
- Both participants sit in the chair.
- Look in the
- Speak these words together: “We want to play Charlotte’s Web.”
- Wait and look only at the mirror. Do not look elsewhere. Watch the toy in the mirror.
- If she takes the toy, she is pleased, and you may proceed.
- As she is only a child, she is curious and likes to talk. Let her talk. Do not interrupt. Ask her questions and wait for her answer. Do not turn around at any cost.
- When you are done with the conversation, look at the mirror and say, “Goodbye, Charlotte,” in unison.
- She will wander out of sight, taking the toy with her.
- Turn on the lights.
- If she does not take the toy, close the game immediately by saying, “Goodbye, Charlotte.” Do not turn around.
- You may play this game only once.
- Throughout the game, make sure you look only at the mirror. You should not turn around, look to the sides, upwards, downwards, or even at the other participant. Doing so will make her throw a tantrum. And you don’t want to experience her tantrums.
50. Welcoming them home
“Welcome home” is one of the scariest scary games, best played with friends for safety.
You will need:
- Piece of paper
- Timer
- Pen
- A group of friends
How to play:
- Prepare the required items: a piece of paper, a timer, and a pen.
- Enter a dark room with the door left open.
- Sit with your back to the open door.
- Write “Welcome Home” on the paper, followed by “You must be tired.”
- Place the paper in front of you.
- Set the timer for one minute.
- If playing with friends, hold hands and silently repeat the written words in your head. Do not blink or speak.
- After one minute, you may sense a presence behind you. If it says, “I am home” or “I am tired,” continue talking to it without
- looking back.
- You can converse with the speaker for an hour.
- When the time is up, you may say “Get some rest” or “Goodbye.”
- Dispose of the paper by burning or tossing it out.
51. The closet game
If you want a cozy heart-to-heart with a demon, why not hold it in a dark closet? The more terrifying it is, the greater the thrills you will experience.
You will need:
- A closet
- A match
How to play:
- Turn off all the lights in the room with the closet. If the closet has a light, turn it off as well.
- Keep the match handy and enter the closet at midnight.
- Close the door.
- Stand quietly for at least two minutes. Do not move or speak.
- After two minutes, hold up the unlit match in front of you and say, “Show me the light or leave me in darkness.”
- If you hear a whisper in the darkness, light the match immediately.
- If you hear nothing, wait. Do not turn around.
- While the match is still burning, open the door of the closet and exit it. Close the door again.
- Do not look inside the closet.
- Never look into the closet again without all the lights on.
- Strange things might happen if you leave the closet door open.
- If you look into the closet in the dark, you might see two pinpricks of light. Which may or may not be eyes. We are not saying.
52. One man hide and seek
This particular game originated in Japan and is originally called the ‘Hitori Kakurenbo.’ In this game, you typically play hide and seek with a spirit-possessed baby doll.
You will need:
- A baby doll
- Uncooked rice
- A fingernail or some hair
- Red thread
- Bathtub
- Salt
How to play:
- Find a baby doll and remove the stuffing from the inside.
- Fill the doll with uncooked rice.
- Add either a piece of your hair or a fingernail to the inside of the doll.
- Sew the doll together with red thread and wrap the thread around it.
- Choose a name for the doll and place it in a bathtub or basket filled with water.
- Turn off all the lights in your house.
- Fill your mouth with salt water.
- Return to where you left the doll, but be aware it may not be there.
- If the doll is not in the tub, search for it.
- When you find the doll, pour salt water on it and burn it.
- After burning the doll, find a hiding spot inside your house and wait. People who have played this game claim that someone will soon start searching for you inside your house.
53. The compass game
The Compass Game,known in Portuguese as Jogo do Compasso, originated in Brazil, though some claim it originated in Indonesia. In this game, you use a compass for drawing circles and serve as a planchet for an Ouija board. The compass is not the one that we use to indicate direction. It is a pretty scary game with advanced dark magic, so you need to be careful.
You will need:
- A compass
- A pencil
- A sheet of paper
- Questions
How to play:
- Fit the pencil in the compass and draw a large circle on the sheet of paper.
- Write the letters of the alphabet on the outer edge of the circle. The letter A should be at the top, and the other letters should follow in a clockwise direction.
- Write the numbers zero to nine along the inner edge of the circle. Zero should be at the top, under A.
- In the center of the circle, write the words “YES” and “NO” at the top and the bottom, respectively.
- Hold the compass at a right angle.
- Stand the compass on its point in the middle of the circle.
- Using one finger at the top, hold the compass upright. You must hold it loose enough to allow it to spin freely around the circle.
- Ask for permission to start the game.
- If the answer is negative or nonsensical, stop the game. Destroy the paper and try again later.
- If the answer is positive, you may move on to the next stage.
- All the participants should ask for permission to enter the game.
- If a player is denied permission, they should not proceed. They must leave the room. The others may proceed with caution.
- Ask a question and watch the compass arm.
- If it remains stationary, ask another question.
- If it swings, note where it stops. It will tell you the answer.
- Another participant may write down the answers on another sheet of paper.
- You may ask as many questions as you like but if you feel the answers are not forthcoming, stop.
- If the answers start coming slower, disconnected or nonsensical, or if the answers stop coming entirely, end the game.
- Ask permission to leave the game. When you get permission, you may leave.
- Each participant has to ask for permission before exiting the game.
- Destroy the sheet of paper.
- Keep your tone and manners respectful during the game. Do not joke.
- The compass may give you orders. Do not follow them.
- Do not ask the spirit to prove it is there or whether it is good or bad.
- Do not play this game regularly.
- Never invite the spirit to reside in your body.
- Do not let the compass fall at any point. The player who is asking the questions has to hold the compass at the hinge.
- If the compass falls, destroy the paper immediately, remove the pencil from the compass, and leave the premises. Bury the compass and the pencil in a faraway location away from each other.
54. Howling Helen
“Howling Helen” is a terrifying game reminiscent of “Bloody Mary” but with a chilling twist. Helen is a spirit who tragically lost her child and now seeks to reunite with it, wailing in anguish. The game must be played after midnight in complete darkness.
You will need:
- Lipstick or washable drawing material
- A mirror
- Friends
How to play:
- Wait until after midnight to begin the game.
- Choose a bathroom or a room with a mirror for the setting.
- Ensure that the room is completely dark.
- With lipstick or a washable drawing material, draw a simple stick figure on the mirror, representing Helen’s child.
Gather all participants around the mirror. - In unison, chant three times, “Helen, is this your baby?” Remember to phrase it as a question, not a statement.
- While chanting, be prepared for the possibility of Helen appearing in the mirror or hearing her terrifying screams.
- To conclude the game, wipe the stick figure off the mirror and turn on the lights immediately.
55. The gallery of Henri Beauchamp
This dangerous ritual may have serious consequences if not performed correctly. You may perform this ritual if you live in or visit the enchanting city of Paris. The ritual involves a series of intricate steps. Still, for those brave enough to undertake it, there awaits a lifetime’s worth of artistic inspiration and the spine-chilling visuals of Henri Beauchamp’s paintings.
You will need:
- Access to a specific small bar in Paris
How to play:
- Begin by locating a particular small bar in Paris.
- Follow the ritual’s intricate and potentially dangerous steps (not detailed here).
- Complete the ritual’s challenges.
- As a reward, experience being kissed by a green fairy.
- Receive a lifetime of creative inspiration.
- Earn the opportunity to view Henri Beauchamp’s paintings in person, but only if you dare to complete the ritual.
56. The hooded man
“The hooded man” is a ritual game similar to the “elevator ritual,” as it transports participants to another world. Before initiating the game, performing a cleansing ritual involving burning sage or spreading salt on your front door is crucial. This game is best played when night falls and requires access to a room with a telephone.
You will need:
- Cleansing materials (sage or salt)
- Access to a room with a telephone
How to play:
- Begin by performing a cleansing ritual, either by burning sage or spreading salt on your front door. This step is essential for your safety.
- As night approaches, ensure you are inside a room with a telephone.
- Dial for a cab from the room’s telephone.
- If the ritual is successful, a black cab will appear parked outside your house.
- Exit your house and enter the cab’s back seat, ensuring it is empty.
- Lock the cab’s door behind you.
- Go to sleep while inside the cab.
- If you awaken, and your watch shows exactly 3:30 a.m., you will fall asleep for the second time.
- Upon waking up for the second time, you will be on an unfamiliar highway with the hooded man behind the wheel of the cab. Some claim that other passengers may have entered the back seat with you, but you must NEVER acknowledge them.
- If you wish to end the ride, whisper to the hooded man that you have reached your destination.
- You will fall asleep once more and wake up back in your house.
- Dial a number and say, “Thank you for the ride.”
- After this, perform another cleansing ritual.
- While some suggest you can continue the ride for as long as you desire, exercise caution. The world becomes increasingly bizarre, and in the worst-case scenario, you may become trapped in that otherworldly realm with no escape.
The games mentioned in this article are meant solely for entertainment. Playing scary games or engaging in putative supernatural rituals may increase the risk of experiencing psychological distress. If you want to explore these games, we urge you to proceed cautiously and prioritize safety. Our intention is not to hurt or denigrate any beliefs or religious rituals. We do not support or promote engagement in the occult or related practices.
Frequently Asked Questions
1. How do I play scary games without being scared?
If you feel scared while playing horror games, try keeping the lights on. Choose daytime for playing, avoid sound effects, try to make fun of scary things, and play in groups to feel more confident.
2. Why do I like horror games?
Horror games can take you through a range of emotions and adventurous experiences. These may be stimulating both physically and mentally. They are a way to experience fright without any real risk.
3. Do horror games make me lose weight?
There’s no scientific evidence to suggest the role of horror games in weight loss.
4. How do horror games affect your heart rate?
Horror games increase adrenaline in your body that may boost your heart rate.
If you want to organize a fun Halloween party, there are plenty of scary games to play with friends that you can choose from for a frightening experience. These scary games can make your sleepovers or camping trips with peers more memorable. Bloody Mary, Ouija board, Sandman, Tsuji-ura, the picture game, and Concentrate are some of the best scary games. You may choose the games based on the number of people and the setting, i.e., indoor or outdoor. However, ensure you take the necessary precautions to prevent any mishaps while playing these scary games.
Infographic: Dos And Don’ts Of Playing Scary Games
Although it can be a fun and thrilling experience to play scary games with your friends, there is also a list of things you need to keep in mind while playing these games. To help you remember these points quickly, we have listed them in a tabular form in the following infographic. So, read it carefully and ensure that you keep it noted down somewhere.
Key Pointers
- Light as a feather, stiff as a board is an interesting game that can magically lift an individual off the floor with two fingers.
- Ouija board, the classic conjuring game, lets you communicate with the spirit using a planchet.
- Compass Web, Charlotte’s Web, and Devil’s face are a few other scary games.
These 5 real life scary games could have dangerous consequences. Curious? Watch this video to find out what they are!
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