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Dangerous Games to Play in the Dark
Dangerous Games to Play in the Dark
Dangerous Games to Play in the Dark
Ebook182 pages1 hour

Dangerous Games to Play in the Dark

Rating: 4 out of 5 stars

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About this ebook

What begins as a test of bravery or a sleepover activity—chanting in front of a mirror, riding an elevator alone, taking pictures in the dark—can become something . . . dangerous. This compendium collects the most spine-chilling games based on urban legends from around the world. Centuries–old games such as Bloody Mary and Light as a Feather, Stiff as a Board are detailed alongside new games from the internet age, like The Answer Man, a sinister voice that whispers secrets to whomever manages to contact him with a cellphone. With step-by-step instructions, historical context, and the stakes for each game, this black handbook is the ideal gift for anyone looking for a late-night thrill—but beware who, or what, may come out to play.
LanguageEnglish
Release dateSep 3, 2019
ISBN9781452179902
Dangerous Games to Play in the Dark
Author

Lucia Peters

Lucia Peters is a writer and editor based in Washington, DC. Her writing has appeared online at The Toast, Bustle, and other sites. She also runs The Ghost In My Machine, a website where she spooks readers with stories of the strange and unusual.

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Reviews for Dangerous Games to Play in the Dark

Rating: 4.184210447368422 out of 5 stars
4/5

19 ratings6 reviews

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  • Rating: 5 out of 5 stars
    5/5
    Well this is a fun little read. A sort of encyclopedia of all the games, well most, that we dared to play in our youth. Not only does it tell you how to play, the risks involved if you play, it gives you a bit of history as to the origination of the game. I found that quite fascinating, considering dating back to the 1600s. Each game is prefaced with Risk Level, Objective, Additional Warnings, and Reward before giving the step by step of how to do so. Infused with intellect and humor, it’s a fun dip into the lighter (sorta) side of history. Some of these games I’ve never heard of but look forward to partaking in. I especially want to try “The Doors Of Your Mind.” Some sound a bit too sinister or provocative to try, but then again, life IS but a game of chance. As in the author’s own words, “If you choose to ignore this advice and play the games locked in this book, just remember: what you summon may not want the game to end.”
  • Rating: 4 out of 5 stars
    4/5
    I imagine that many of us…me included…may have played some of these games at slumber parties or just as a dare with a group of friends on a slow, dark night when we were bored. I don’t think many of us really expected to conjure anything…hoped maybe…but if by chance we did…we would have run one another down trying to escape. In this little book we have 24 “games” covering 6 chapters. Suitable warnings are given about not setting the house on fire with lit candles or stabbing one another with the sharp objects, as well as having sufficient room to carry some of them out…and the necessary material that will be needed. I’m not sure if the author actually believes any of these games were possible of producing any results much less the indented ones... or if she is mostly wishing to sell the book. My voice of common sense reasoning would like to think that most adults would maybe be intrigued, but still have that inner little “no-nonsense” voice that would whisper loudly while hitting you in the head with this book...“forget this whole insane thing”!!!! . In spite of the levels of risk and other warning given at the beginning of each game….and the more dire warnings given at the end… I’m not 100% convinced that these games are really “games”…or that they are “safe games.” The one thing that I immediately noticed was there were no instructions telling you how to get rid of what you might encounter…and you are told over and over that this is a “possibility” and that it /they may not leave, if you achieved your objective. I would consider that a BIG one that should also be included. I do have to say as a ghost story junkie that I found the idea of these games intriguing…I remember how they fired my 14 year old imagination. There were some that I had never heard of since they originated In Japan and Indonesia but may have gone by other names in the U.S., and some have sprouted up as recently as 2011 with the availability of the internet. I believe the author…while presenting exacting information that would be guaranteed to scare the devil out of most folks…she takes the subject a tad too lightly by failing to include more warning and caution about actually trying any of these games and the possible outcome. My grandmother was from Ireland and she had grown up with many stories and legends. Her beliefs of “things that go bump in the night” was pretty vivid…and I remember her warning us as kids about inviting things in…that they were not, and would not be, our friends. These games were not all designed to appeal to the younger crowd, but that is going to probably be the target audience. While they are intended to be played in fun…anyone that reads or watches movies knows how the possibilities can fire the imagination and sometimes those fires are never entirely extinguished. The term “figment of your imagination” is not entirely a figment of your imagination. For some people these games will present a real danger. Not for anything the games called but for what they imagined they called. The mind and the imagination are extremely powerful instruments… even if that is the only place these “demons” are dwelling. I would suggest that anyone think long and hard before indulging in any of these pastimes. I gave the book a 4 star rating. Anyone that can take it with a grain of salt will enjoy it…but bear in mind by the very way it is written and designed…it IS an instruction manual. I received an advance copy of this book from Chronicle Books in exchange for an honest review. The opinions are entirely all my own.
  • Rating: 4 out of 5 stars
    4/5
    Dangerous Games to Play in the Dark is a curious little artifact. It's pretty in a way that one expects to be on offer at Hot Topic: a duodecimo-sized hardcover with black paper-coated boards, small black and red type, and red page edges. The "games" in the book are a variety of practices assuming or implying paranormal influences, but largely devoid of metaphysical assertions. Author Lucia Peters' introduction situates these historically in a descent from 19th-century spiritualism through parlor games to "sleepover" activities. In the end-matter, she cites her sources, the majority of which are online. There is an undertone of anthropological folklore study to the preliminary descriptions of these practices, but the text is structured as rules for twenty-four games, with a uniform title page for each specifying its "Risk level," "Objective," "Additional Warnings," and "Reward." The diction throughout is cautionary and portentous, patently intended to spook the reader. The imperative mood predominates.None of the "games" are competitive, beyond the basic I dare you sensibility built in to the social context of their transmission. Some must be played alone, some require collaboration, and some are flexible about the number of players. The best-known of them is given in full detail at the outset: "Light as a Feather, Stiff as a Board," which Peters traces back to the 17th century. It is easy to imagine that this particular practice has been passed down among children from the Middle Ages onward, or even from antiquity. While the physical hazards of these games are usually quite limited, with candle-flame standing out as a common one, their "dangerous" character will tend to stem from the psychological (or psychic?) condition of the players. The subtitle characterizes the book's content with reference to various occult practices: "Summoning Spirits, Divining the Future, and Invoking the Supernatural." But as I mentioned above, there's really precious little metaphysical baggage involved. To the extent that these games might have whole-cloth applicability for occultists, they will likely appeal most to surrealists, practitioners of chaos magick, and other non- or anti-traditional schools. As post-modern society descends into epistemic closure, "the dark" that is the context for games like these looks temptingly like an operating system prompt allowing the experimenter to run routines outside of the quotidian program of reality. Those who manage to injure or frighten themselves with practices from this book might seek relief in the safeguards of more traditional occultism, or even the mind-closing sorcery of conventional religions.The safest way to consume this book is as mere textual entertainment, simply imagining what it might be like for someone to play these games. Treated in this fashion, it is a fast read supplying access to the "weird, creepy things" for which Peters expresses affection. Left to sit unread on the shelf, it remains small and attractive.
  • Rating: 3 out of 5 stars
    3/5
    Gather a group of friends and family together around a campfire , a spooky house lit with candles or a Halloween party and play a game from the book.Read a little history, follow the rules and play."Light as a feather , stiff as a board" has been played by most of us - as children and even adults. Bloody Mary has shown up in various forms including television series like Supernatural.Are the games real? Play if you dare.
  • Rating: 5 out of 5 stars
    5/5
    This is an excellent book in both design and content. The look of the hardcover (including the small etchings) help add to an air of mystery/arcane sensations that the games inside are supposed to convey.The games themselves are pretty well described and I appreciate their mix of modern and older games. The international ones are also a nice touch. By not breaking every game down entirely, but leaving in prose that would have you guessing if it DID have a supernatural element is a great way to fuel some readers' interest in the occult folklore behind the games. It's a very fun book for those of an age to still have friends over and try these sorts of things out.One aspect I really enjoyed, but wish there was more of, are the introductions to the games that give a taste of the history behind them. While it might ruin the illusion, I'd like a book now that dives deeply into the history behind these games. That's not the point of this book, however, so I won't knock any stars off.While I appreciate the need nowadays for the warning at the start of the book on the obvious dangers of games involving burning candles or sharp objects, it deflates a bit of the fun to assume someone of an age to read this book doesn't have enough common sense not to endanger themselves. That idea might be scarier than anything contained herein.
  • Rating: 4 out of 5 stars
    4/5
    This is a fun book of "games" that, even laying aside the question of whether or not evil spirits are real, I wouldn't recommend trying. Many of these games are physically dangerous and some cane pose a major fire hazard (or other types of hazard). Luckily the book has warnings about this, except for what is potentially the most dangerous game, "The Fortune Game," which involves putting on a mask and hanging around a crossroads at night to ask passing strangers to tell your fortune and seems like a good way to get robbed or murdered.That said, I doubt I would be willing to try any of these games as I am a coward and most of them sound terrifying. It does make for a nice, spooky read for the Halloween season, and even if you aren't going to play these games, they're fun to read about. I suspect that the less dangerous games would be great fun for children at a sleepover and the more dangerous games would be fun for teens and young adults hanging out with their friends at night.

Book preview

Dangerous Games to Play in the Dark - Lucia Peters

introduction

Flashlights. Darkened rooms. The chanting of names, of mantras, of mysterious incantations. Giggles in the dark—some out of bravery, others out of bravado. Dares. Challenges. Ghosts.

You might be familiar with them: the kinds of games you play at sleepovers, around the campfire, or on the playground—more rituals than games, really—meant to summon spirits, communicate with supernatural beings, or otherwise connect with a realm beyond our own. You may have learned these games from your older friends or siblings, or out of books found in dusty and forgotten corners of the library—books like this one, perhaps. You might not be convinced the games will actually work, believing them to be simply stories or urban legends—but when you play, you hope all the same that this time, maybe something will happen. You’ll fall into a trance. You’ll defy the laws of nature. You’ll look into a mirror and see not your own reflection, but the shape of someone . . . or something . . . else.

The appeal lies in the perceived peril of these games. They feel dangerous—and that’s almost certainly the reason you’re drawn to them.

What you might not know is that these games are part of a long tradition of humans attempting to reach out and connect with something bigger than ourselves. It’s a desire to find out what may or may not exist beyond the veil and to discover whether or not it’s possible to bridge the gap between our own world and the other world, or worlds, some believe might exist. The Egyptian Book of the Dead taught the living how to prepare those who had passed for their journey through the underworld. Oracles in ancient Greece claimed to see the future, channeling the voices of the gods. The purported seer Nostradamus wrote his infamous prophecies in the 16th century, predicting a vast number of disasters many believe have since come true. In the late 19th and early 20th century, the Spiritualist movement brought mediums, séances, and ghost photography into popular culture. And, of course, throughout time, elements of mysticism have spun their way through religious schools of thought both modern and ancient. Through the use of ritual—laying out sets of rules, ingredients to gather, and instructions to follow—people have continuously sought to make what we don’t understand about the world somehow more knowable.

But over time—notably during the heyday of the Spiritualist movement—people began to think of these rituals not just as magic or as religion but as parlor games. Activities like table-turning, spirit channeling, and automatic writing were brought out during parties and other social gatherings purely for the amazement and entertainment of friends and guests. From there, it was only a brief jump to the kinds of games children played at sleepovers in the last few decades of the 20th century.

And as we entered the 21st century, these games continued to evolve. Whereas once people were limited only to what those within their own small circles knew, our networks have since expanded. Thanks to the internet, we now have access to an almost boundless amount of information literally at our fingertips. Urban legends and ritual games are able to spread further and faster than ever, breaking cultural, linguistic, and geographic barriers as they go. What’s more, new games are being invented all the time. These are often more complex than the ones played so many years ago, requiring specific supplies, a great deal of special conditions, and many more steps. For that reason, perhaps, we continue to consume them, to try them out and hope that this time, we’ll see some results.

Throughout history, rituals have been assembled in grimoires—essentially textbooks of magic that contain spells, charms, methods of divination, and, of course, invocations. You might, therefore, think of this book as a sort of modern-day grimoire: a compendium of contemporary supernatural rituals—part encyclopedia, part instruction manual, and part storybook—intended to guide you through the shadowy world of today’s urban legend games. Here you’ll find the history and folklore behind twenty-four different games, each with a different purpose, as well as instructions on how to play them—and some do’s and don’ts you’d be wise to heed if you truly intend to try them out.

Should you choose to play them—these Dangerous Games—know that you do so at your own risk.

While we’re on the subject, a word about safety: Beyond the possible supernatural risks presented by these games, a number of real-life risks exist as well—fire hazards, sharp objects, and so on. As such, the introduction to each game also includes a section marked Additional Warnings, detailing whether the game involves things like open flames or things that might cut or injure you. Pay careful attention to these warnings and exercise commonsense precautions: If the game calls for candles, matches, or a lighter, clear the area of anything flammable and keep a fire extinguisher nearby. Don’t leave burning candles unattended. Be careful around sharp objects and sterilize them when necessary. Neither the writer nor the publisher is responsible for whatever may or may not occur as a result of playing these games.

At this point, you might be asking yourself the obvious question: Are the games in this book real?

The truth is that there isn’t a simple answer.

You’ll have to decide for yourself.

CHAPTER 1:

Party Games

Everybody likes a party, right? You get to spend time with your favorite people, relaxing and enjoying each other’s company. You might even play some games while you’re at it—Charades, Consequences, or Twenty Questions.

The games found here are not those kinds of party games.

These Party Games only earned that name because they require many people to play—typically a group of at least five. Some call for a precise number of people, while others are a bit more flexible. Whatever the size of your group, however, it’s worth remembering that the old adage does not apply: There is no safety in numbers—not with games as dangerous as these.

With these games, safety can never be guaranteed—no matter how many other unlucky souls you’ve convinced to play along with you.

LIGHT AS A FEATHER, STIFF AS A BOARD

Risk level:

Low.

Objective:

Levitate a friend.

Additional Warnings:

Heights; fire.

Reward:

Defying gravity.

The earliest known reference we have to the levitation game Light as a Feather, Stiff as a Board dates back much further than you might think: Royal Navy administrator and eventual Member of Parliament Samuel Pepys described the game in an entry of his infamous diary in the 17th century. On July 31, 1665, Pepys recounted a story told to him by a friend, a Mr. Brisband, who claimed to have witnessed several children playing the game in France. Brisband had described how, with a single finger each, four young girls appeared to raise a young boy higher than their heads. The chant the children used was as follows: "Voici un corps mort, raide comme un bâton, froid comme le marbre, léger comme un esprit, lève-toi au nom de Jésus Christ!—in English, Here is a dead body, stiff as a stick, cold as marble, light as a spirit, lift yourself, in the name of Jesus Christ!"

The version described by Pepys is quite similar to the version played today—and although some have broken down the phenomenon to a question of physics, there’s still something about it that draws us to it. What if . . .

. . . Just what if?

how to play:

1. Gather the players. A group of five to six people works best, but more may join in. Select your playing space, too: You’ll need to find a quiet, dark room with lots of floor space. No other supplies are necessary, although you may choose to round up some blankets or pillows, as well as several small sources of illumination such as flashlights, lanterns, or candles and matches or a lighter.

2. Prepare the playing space: Draw the curtains or otherwise block the windows so no light bleeds in from the outside. Move or rearrange any furniture or other items to clear the floor. Dim the lights—or, if you have decided to use candles or other small sources of illumination, light them up and turn off the rest of the lights in the room entirely. If you’re using pillows or blankets, lay them down on the floor.

3. Choose one player to be the Levitator. Have that player lie down on their back on the floor—on top of the pillows or blankets, if you have chosen to use them—close their eyes, and cross their arms across their chest. The Levitator should relax as much as possible, but should not move from this position, open their eyes, or speak until the conclusion of the game.

Additionally, choose one player to be the Guide. This player will direct the actions to follow. The remaining players, along with the Guide, are the Lifters. Have these players and the Guide sit around the Levitator spaced at regular intervals:

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