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.
27 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 WingardiumLeviosa oran optical illusion,as demonstrated by magicians. We don’t know if it has a scientific explanation, but this 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. 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 scary. 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.
3. 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. 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.
4. Sandman
This is yet another scary 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 tellsa 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.
5. Tsuji-ura
Tsuji-ura, also known as the Fortune Game, is a scary 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.
6. 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 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.
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.
7. Concentrate
The Concentrate is a divination game that predicts your death date. Though it is a children’s game, we adults know how eerie 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 basedon 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
8. Red book
This is a 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 inany 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.
9. Sara Sarita
Sara Sarita is a 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 permissionif 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.
10. 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 scary 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.
11. Daruma-san
Daruma-san,also known as The Bath Game,is a Japanese game. It’s similar to 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. Whilewashing 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.
12. Baby blue
Baby Blue is a scary game that children play in bathrooms, according to urban legend. It is a scary 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.
13. Devil face
Teenagers play this scary game in Spain. If you play it correctly, you will see the Devil’sface 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.
14. 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 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:
15. 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 tenfloors 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.
16. 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.
17. 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 scary 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.
18. 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.
19. 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.
20. Red door, yellow door
Red Door, Yellow Door is a popular sleepovergame 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 that you are 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 youself 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.
21. Ghost
If you find the Ouija board too scary 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.
22. 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.
23. The ghost paper challenge
This game is similar to “Ghost,” but more creepy and scarier. 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.
24. 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.
25. 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.
26. 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.
27. 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 pretty scary game and 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.