Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
I dont know who the hell the B stands for but god its disgusting that you ship anyone with Dib. Thats a whole ass child, freak. Wanted to follow for the Pokemon content but you're out here shipping whatever the fuck badr is. Dont fucking ship the kids with irkens jesus christ
HUH????? BADR IS MY NAME ITS A NAME IN ARABIC I DON’T EVEN WATCH ZIM DUGDHBCHBVHJVFH WHAT THE HELL ARE YOU ON
Legolas pretty quickly gets in the habit of venting about his travelling companions in Elvish, so long as Gandalf & Aragorn aren’t in earshot they’ll never know right?
Then about a week into their journey like
Legolas: *in Elvish, for approximately the 20th time* ugh fucking hobbits, so annoying
Frodo: *also in Elvish, deadpan* yeah we’re the worst
i mean, honestly it’s amazing the Elves had as many languages and dialects as they did, considering Galadriel (for example) is over seven thousand years old.
english would probably have changed less since Chaucer’s time, if a lot of our cultural leaders from the thirteenth century were still alive and running things.
they’ve had like. seven generations since the sun happened, max. frodo’s books are old to him, but outside any very old poetry copied down exactly, the dialect represented in them isn’t likely to be older than the Second Age, wherein Aragorn’s foster-father Elrond started out as a very young adult and grew into himself, and Legolas’ father was born.
so like, three to six thousand years old, maybe, which is probably a drop in the bucket of Elvish history judging by all the ethnic differentiation that had time to develop before Ungoliant came along, even if we can’t really tell because there weren’t years to count, before the Trees were destroyed.
plus a lot of Bilbo’s materials were probably directly from Elrond, whose library dates largely from the Third Age, probably, because he didn’t establish Imladris until after the Last Alliance. and Elrond isn’t the type to intentionally help Bilbo learn the wrong dialect and sound sillier than can be helped, even if everyone was humoring him more than a little.
so Frodo might sound hilariously formal for conversational use (though considering how most Elves use Westron he’s probably safe there) and kind of old-fashioned, but he’s not in any danger of being incomprehensible, because elves live on such a ridiculous timescale.
to over-analyse this awesome and hilarious post even more, legolas’ grandfather was from linguistically stubborn Doriath and their family is actually from a somewhat different, higher-status ethnic background than their subjects.
so depending on how much of a role Thranduil took in his upbringing (and Oropher in his), Legolas may have some weird stilted old-fashioned speaking tics in his Sindarin that reflect a more purely Doriathrin dialect rather than the Doriathrin-influenced Western Sindarin that became the most widely spoken Sindarin long before he was born, or he might have a School Voice from having been taught how to Speak Proper and then lapse into really obscure colloquial Avari dialect when he’s being casual. or both!
considering legolas’ moderately complicated political position, i expect he can code-switch.
…it’s also fairly likely considering the linguistic politics involved that Legolas is reasonably articulate in Sindarin, though with some level of accent, but knows approximately zero Quenya outside of loanwords into Sindarin, and even those he mostly didn’t learn as a kid.
which would be extra hilarious when he and gimli fetch up in Valinor in his little homemade skiff, if the first elves he meets have never been to Middle Earth and they’re just standing there on the beach reduced to miming about what is the short beard person, and who are you, and why.
this is elvish dialects and tolkien, okay. there’s a lot of canon material! he actually initially developed the history of middle-earth specifically to ground the linguistic development of the various Elvish languages!
Frodo: *frantically scribbling* Hang on which language are you even speaking right now
Pippin, confused: Is he not speaking Elvish?
Frodo, sarcastically: I dunno, are you speaking Hobbit?
Boromir, who has been lowkey pissed-off at the Hobbits’ weird dialect this whole time: That’s what it sounds like to me.
Merry, who actually knows some shit about Hobbit background: We are actually speaking multiple variants of the Shire dialect of Westron, you ignorant fuck.
Sam, a mere working-class country boy: Honestly y'all could be talkin Dwarvish half the time for all I know.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
so my board exams finished 2 weeks ago and I officially finished 10th
however
my class 11 also started a week ago
which means I get no summer break
as some of y’all know I’ve been making a webtoon that I’ve based of off my villain characters
which I’ve been putting off since 2023 so that I could finish class 10 peacefully as it’s an important grade. This was done under the notion that I would commence the comic in grade 10’s summer break
my new school has cancelled summer break and Christmas holidays for the academic years of 2025-2026 and 2026-2027. For the entire two years I have a total of 20 holidays give or take. And Saturdays are working days as well. They’ve done this so that we score good marks for grade 12th’s boards and for college entrance tests, namely JEE Mains and JEE Advanced.
I may start the webtoon this year but the updates are gonna be hella slow. But I promise you the story is gonna be good.
wish me luck
When crafting a fictional world, it's easy to focus on the big picture—epic battles, grand landscapes, and memorable characters. However, it’s also important to flesh out your world-building to create a ‘real’ world. Some aspects to consider when world-building are:
1. Local Cuisine
Consider the types of food your characters eat and how it reflects their culture, geography, and economy. Unique dishes can reveal societal values and local ingredients.
2. Currency & Trade
Explore the forms of currency used and the trade systems in place. This can include bartering, precious metals, or unique items as currency, influencing economic interactions.
3. Timekeeping Practices
Different cultures may have their own methods for measuring time, whether it's a unique calendar system, seasons, or celestial events, affecting daily life and traditions.
4. Cultural Taboos
Consider the unspoken rules and taboos that govern behavior in your world. These can drive conflict and character motivations, adding depth to societal interactions.
5. Local Flora and Fauna
Unique plants and animals can shape the environment and influence the culture, whether through medicine, food sources, or as part of local mythology.
6. Rituals and Festivals
Incorporate unique rituals or festivals that celebrate historical events, seasonal changes, or important life milestones, providing insight into cultural values and traditions.
7. Language Nuances
Explore dialects, slang, or even the use of sign language that reflects the culture and social dynamics, enriching dialogue and interactions between characters.
8. Architecture and Housing Styles
The design and materials of buildings can reflect climate, resources, and cultural values. Unique architectural features can tell a story about the society that built them.
9. Social Hierarchies and Classes
Examine how social structures affect character relationships and interactions. Class distinctions can influence everything from daily life to political power.
10. Environmental Impact
Consider how the natural environment shapes societal behaviours, resource usage, and conflicts. Climate and geography can drive migration patterns and societal development.
Looking For More Writing Tips And Tricks?
Looking for writing tips and tricks to better your manuscript? Check out the rest of Quillology with Haya; a blog dedicated to writing and publishing tips for authors!
Update: this is the best post I've ever made because everyone is sharing their Warm Beverage recipes in the notes. Go check the notes for more Warm Beverages That Will Fix You.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
Origin: Often attributed to old occult practices and superstitions, particularly in the Southern United States and parts of Europe.
How it's played: The Midnight Game is a ritualistic game that supposedly summons a spirit or demon. Players must light a candle and walk around their home or designated space while trying to avoid the "Midnight Man." If the candle goes out or they stop moving, they are at risk of being caught by the entity. The goal is to survive until 3:00 AM without being "caught."
Creep Factor: The game is considered a dangerous, supernatural challenge, with claims that participants may experience terrifying hallucinations or even physical harm.
2. Bloody Mary
Origin: While its precise origins are unclear, this legend has been part of folklore for centuries, with various versions of the tale associated with the tragic figure of Queen Mary I of England.
How it's played: Players stand in front of a mirror in a dark room, often in a bathroom, and chant "Bloody Mary" three times (or more). Supposedly, the ghost or spirit of Bloody Mary will appear in the mirror, sometimes with violent or vengeful behavior.
Creep Factor: The idea of seeing a vengeful spirit materialize in the mirror taps into deep fears of the unknown, the supernatural, and death.
3. Ouija Board
Origin: The Ouija board has been around since the 19th century, marketed as a parlor game for spiritual communication.
How it's played: Players place their fingers on a planchette (a small heart-shaped piece of wood or plastic) and ask questions. The planchette moves around the board, supposedly guided by spirits, spelling out answers.
Creep Factor: The idea of communicating with the dead is inherently unsettling, and many claim to have experienced strange or terrifying encounters during Ouija sessions. It is often associated with invoking evil spirits, especially in the context of horror fiction and urban legends.
4. The Elevator Game
Origin: A modern urban legend that gained popularity through online forums, particularly in Korea and Japan.
How it's played: The game involves entering an elevator and pressing a sequence of buttons in a specific order. The goal is to reach another dimension or "parallel world." Participants are warned not to interact with the mysterious "woman" who may appear during the game.
Creep Factor: The game plays on the fear of isolation and being trapped in an alternate, potentially dangerous dimension, as well as the presence of eerie, unexplained figures.
5. The Charlie Charlie Challenge
Origin: This game is a modern twist on older divination rituals, particularly associated with summoning spirits. It became viral on social media in the 2010s.
How it's played: Two pencils are balanced on top of each other to form a cross. Players ask the "Charlie" spirit questions, and if the spirit is present, the top pencil will move to "yes" or "no" when asked.
Creep Factor: It taps into fears of contacting supernatural entities with uncertain or malevolent intentions. Its simplicity and viral nature have added to its creepy reputation.
6. Jenga (Dark Version)
Origin: Jenga is a popular game, but it has spawned dark variations—especially in horror-themed games or urban legends.
How it's played: In the dark version, people play regular Jenga but add creepy or daring actions, such as performing strange rituals, chanting, or even telling dark secrets when a piece is removed.
Creep Factor: The fear comes from the sense of unpredictability and the eerie atmosphere created by the dark, as well as the idea that there could be strange consequences tied to the game.
7. The Candyman Legend
Origin: Derived from a combination of folklore, urban legends, and the 1992 horror film "Candyman," which is based on a story by Clive Barker.
How it's played: To summon the Candyman, players must say his name five times while standing in front of a mirror, usually in a dark room.
Creep Factor: Saying his name five times is supposed to summon the spirit of a vengeful murderer. The urban legend has an element of danger and fear, as those who perform the ritual are said to risk death or being haunted.
8. The Red Book Game
Origin: A superstitious game mostly passed along as a childhood dare, particularly in parts of the UK.
How it's played: A player must find a red book and place it under their bed at night. After a series of specific, often confusing rules, the player must read from the book or answer questions while a mysterious, malevolent force tries to get them to stop. Sometimes the red book is said to be linked to the devil or demonic entities.
Creep Factor: The game's cryptic rules, the eerie associations with red, and the potential to unleash dark forces make it unsettling.
9. The House of the Dead Game (A Real-Life Version)
Origin: While this isn't a typical "game," there are instances where thrill-seekers and daredevils have ventured into abandoned houses or structures as part of a dangerous, real-life "game."
How it's played: Players explore abandoned or haunted locations, often trying to provoke ghosts or spirits to make contact.
Creep Factor: The fear of encountering something or someone supernatural, combined with the danger of being in a decrepit, possibly cursed location, makes these real-life explorations incredibly creepy.
10. Hide and Seek in the Dark (or "Hide and Seek with a Twist")
Origin: This is a variation of the traditional game, but with a more terrifying twist.
How it's played: Players hide in complete darkness while a "seeker" tries to find them. The twist comes with additional rules, such as eerie whispers or sudden, unexplained noises that suggest an unseen presence. In some versions, the seeker isn't just "it"—it could be a supernatural entity.
Creep Factor: The fear of the unknown and the anxiety of being pursued in complete darkness, with the added uncertainty of whether the game is "real" or if something supernatural is at play, makes this game particularly chilling.
LESSER KNOWN GAMES
1. The Three Kings Game
Origin: A modern, occult-inspired game, sometimes associated with sleep deprivation and paranormal exploration.
How it's played: Players must create a "ritual" space in a dark room, usually with a chair or a circle drawn on the floor, and place two objects representing "kings" and one representing a "spirit" or "ghost." The participant sits in the middle of the circle, and the game is meant to contact the spirit world by asking questions. The spirit is said to manifest or provide cryptic answers.
Creep Factor: The game is said to open a door to the paranormal, and many people report unsettling feelings or experiences during and after playing. Participants often describe feelings of being watched or followed, or seeing things they can’t explain.
2. The Smiling Man Game
Origin: A creepypasta story that grew popular on the internet, particularly on forums like Reddit.
How it's played: The game is based on a short horror story where players are instructed to walk through a dark street or alley at night, keeping an eye out for a "smiling man"—a strange figure who may appear and follow them. The goal is to survive an encounter with the smiling man, who is known for unsettlingly large, unnaturally wide grins.
Creep Factor: The psychological horror comes from the unsettling, unpredictable nature of the figure. The idea that you might be followed by someone or something that is eerily smiling at you creates a sense of paranoia and dread.
3. The Hitori Kakurenbo
Origin: A Japanese game similar to Hide and Seek but with dark, spiritual overtones.
How it's played: Players summon a spirit to play "hide and seek" in a very specific way. To start, they must find an empty doll, draw a face on it, and then name it. The game involves calling on the spirit to possess the doll, which will then "seek" you. The player must hide and wait until the doll finds them, at which point they must perform a ritual to banish the spirit. If they fail to do so, it’s said the spirit could possess them instead.
Creep Factor: The game involves summoning a spirit, making it incredibly dangerous, as some claim that the doll or spirit can act on its own and follow players outside the game.
4. The Black-Eyed Children Game
Origin: Inspired by internet lore about strange entities known as the "Black-Eyed Children."
How it's played: The game is a variation of the "contacting" ritual. Players are advised to lock themselves in a room and close all windows and doors. Then, they are told to invite any "children" who come knocking at their door. However, the twist is that these "children" will have completely black eyes, and those who let them in are said to experience terrifying paranormal activity.
Creep Factor: The idea of inviting in children, only to realize they have disturbing black eyes and no souls, taps into an unsettling fear of innocence being tainted by malevolent forces. The unknown intent of the children creates an eerie atmosphere.
5. The Elevator to Another World
Origin: A game originating in South Korea, similar to the "Elevator Game" mentioned earlier but with a different set of rules.
How it's played: In this version, the player must enter an elevator alone and press a sequence of buttons. After completing the pattern, the elevator will take you to another dimension or reality where things are not as they seem. The key is to not interact with anything or anyone while in this "new world." The player must find a way to safely return to their own reality by pressing a different set of buttons.
Creep Factor: The fear comes from the concept of traveling to an alternate, unknown reality where you might encounter strange or dangerous forces. The idea of being stuck in a parallel world adds an element of horror.
6. The Closet Game
Origin: A game rooted in supernatural beliefs that involve a closet as a portal to another world.
How it's played: A player enters a dark closet and closes the door. The goal is to stay inside for as long as possible while attempting to communicate with a spirit or entity. In some versions, the player is supposed to summon the "closet demon" by saying specific phrases. After a set period, they must exit the closet quickly or risk being trapped inside.
Creep Factor: The idea of a spirit or demon coming out of the closet is deeply unsettling, and the game thrives on the concept of isolation, confinement, and the fear of an unseen entity lurking just beyond the door.
7. The Mannequin Game
Origin: A creepy challenge shared in urban legends, often passed along on social media.
How it's played: Players are told to visit a store or mall at night, preferably a deserted one. They must find a mannequin and position it somewhere in the store. The game involves secretly watching the mannequin for long periods of time, waiting to see if it moves or interacts with you. Some versions suggest that if the mannequin "blinks" or shifts positions, it is no longer a mannequin.
Creep Factor: The fear here stems from the uncanny valley effect—the eerie feeling that something is almost human but not quite—and the idea of mannequins coming to life or moving on their own.
8. The Shadow Man Game
Origin: Based on the urban legend of the "Shadow Man," a figure who appears as a dark silhouette with glowing eyes.
How it's played: The game involves the player attempting to summon the Shadow Man. To do this, they must sit alone in a dark room and say a chant to invite the Shadow Man to appear. Players are warned that once the Shadow Man shows up, they must avoid eye contact at all costs. If they make eye contact with the figure, they are said to be cursed.
Creep Factor: The game’s tension comes from the idea of an ominous figure watching you from the shadows, as well as the fear of being cursed if you accidentally make eye contact. It plays on the fear of dark, formless entities that may or may not be real.
9. The Baby Blue Game
Origin: This game is an old urban legend that has been passed down through the generations.
How it's played: The player stands in front of a mirror and chants "Baby Blue" repeatedly. After a while, a mysterious voice will reportedly begin to respond. In some versions, the player is encouraged to ask the voice questions, but they should not stop calling it "Baby Blue" until a specific point in the ritual.
Creep Factor: The game involves a mysterious voice answering questions, sometimes asking for things like "a kiss" or "your soul." The eerie, disembodied nature of the voice taps into common fears of the unknown and contact with spirits.
10. The Three Knocks Game
Origin: Based on old superstitions that knocking three times at a door or window can invite something dangerous or supernatural.
How it's played: Players are instructed to go to a house (or any building), stand outside, and knock three times on the door or window. They then stand quietly and wait for an answer. The legend says that if the "owner" of the house answers (even if the house is abandoned), something terrible will happen, like being followed or haunted.
Creep Factor: The eerie aspect lies in the unpredictability—who or what might answer the door? The game plays with the fear of being watched by something unseen or uninvited.
Here’s what happens when mistakes are made or rules are violated in each of the games mentioned above:
1. The Midnight Game
Mistakes/Violations: If you stop moving, blow out your candle, or break any other rules (like going outside the designated area or talking to the Midnight Man), it’s said that the entity will hunt you.
Consequences: The Midnight Man is believed to appear and cause extreme terror. Players who fail to follow the rules correctly may suffer from hallucinations, physical harm (e.g., scratches or bruises), or even be "claimed" by the Midnight Man, which could result in death or a permanent haunting.
2. Bloody Mary
Mistakes/Violations: If you fail to perform the ritual correctly—such as saying her name too few or too many times, or not doing it in the dark—the game could fail to summon Bloody Mary. Conversely, if you interact with her or look away from the mirror, you risk angering her.
Consequences: Players may see disturbing visions, experience physical attacks (scratches, burns, etc.), or encounter her face in the mirror, which could lead to a curse, madness, or violent retribution from the spirit. Some versions suggest that Bloody Mary might follow you into the real world if you break the ritual.
3. Ouija Board
Mistakes/Violations: Failing to properly close the session (by saying "Goodbye") is one of the most commonly cited mistakes. The board can also act unpredictably if you're not clear with your questions or are skeptical.
Consequences: If you fail to close the session or provoke a spirit, it can allegedly lead to a lingering presence, mischievous poltergeist activity, or even malevolent hauntings. Some people believe that failing to respect the board may invite angry spirits, demons, or even possession.
4. Ouija Board (Dark Version)
Mistakes/Violations: This variant can be even more dangerous. If you fail to close the portal or the spirit doesn’t like your questions, things can go horribly wrong.
Consequences: Violating the rules can result in an aggressive spirit or demonic presence causing harm, possessive behavior, or disturbing paranormal events, like objects moving on their own or horrifying apparitions. In some accounts, players have reported becoming haunted or pursued by malevolent entities long after the session ends.
5. The Elevator Game
Mistakes/Violations: If you press the wrong buttons or break the sequence, the elevator might not take you to the “other world” or dimension. Looking at the woman or interacting with her could also result in disastrous outcomes.
Consequences: Players who fail to adhere to the strict rules may find themselves stuck in a parallel dimension, unable to return to their own reality. The “woman” may also follow you home or cause harm. Some accounts suggest that those who fail or break the rules are trapped in a time loop or cursed to wander the alternate world forever.
6. The Charlie Charlie Challenge
Mistakes/Violations: If you don't properly set up the pencils or ask clear questions, the game may not work. Additionally, breaking the rules (like stopping mid-session or using the wrong words) could lead to negative consequences.
Consequences: Violating the rules can result in the spirit becoming angry and causing harm. Players may experience strange noises, objects moving on their own, or even seeing a spirit or entity. Some players have reported feeling haunted by Charlie after performing the challenge incorrectly, with creepy experiences continuing long after.
7. The Red Book Game
Mistakes/Violations: If the player doesn't follow the rules to the letter (e.g., reading aloud or moving the book correctly), they risk angering the malevolent spirit connected to the game.
Consequences: The most common consequence of breaking the rules is a curse or being stalked by the entity. The spirit could be summoned, and players might experience supernatural phenomena like visions, dreams of death, or physical sensations of being touched or followed. The game is said to be very dangerous, and some even claim that it has led to violent or fatal outcomes.
8. Hide and Seek in the Dark (or "Hide and Seek with a Twist")
Mistakes/Violations: If you’re caught hiding when you shouldn’t be, or if you make too much noise or reveal your location, you could lose the game and face the consequences of being found by the "other" seeker (a supernatural one).
Consequences: Breaking the rules could lead to being trapped in the dark forever, caught by an unseen or supernatural entity. Some versions of the game suggest that the "seeker" can either be a human or something more malevolent, and failing to follow the rules means you may not be able to escape.
9. The House of the Dead Game (Real-Life Version)
Mistakes/Violations: Entering an abandoned or haunted house or structure unprepared or without proper precautions (like not respecting the place’s history or the entities tied to it) can lead to negative consequences.
Consequences: Players who break the rules could provoke the spirits or entities tied to the location. Hauntings, paranormal attacks, and potentially physical harm can follow. Some people believe that if the spirits of the house take offense, they might follow players home or cause them to become lost or disoriented inside the house.
10. The Mannequin Game
Mistakes/Violations: Not following the proper procedure for positioning the mannequin or failing to observe it in a proper manner can "invite" the mannequin to "move" in a way that makes it more dangerous. Engaging with it in any way is usually discouraged.
Consequences: If the mannequin is moved or if it is interacted with incorrectly, it’s believed to come alive in a horrifying form—moving when you’re not looking or even chasing you. Some players report that the mannequin could attach itself to you, becoming a malevolent spirit that follows you around.
11. The Shadow Man Game
Mistakes/Violations: If you accidentally break eye contact with the Shadow Man or fail to follow the rules for summoning him (such as performing the chant incorrectly), you could anger him or be marked by him.
Consequences: Failing to follow the rules can invite the Shadow Man into your life, leading to a curse or haunting. Players may see shadows in the corner of their vision, hear footsteps or whispers, or even experience the Shadow Man appearing in their dreams, often leading to physical or mental harm.
12. The Baby Blue Game
Mistakes/Violations: Breaking the chanting rhythm or stopping too early can result in the summoning failing, but the consequences are said to be worse if you inadvertently make "Baby Blue" angry (by ignoring the rules).
Consequences: If you fail to follow the ritual correctly, Baby Blue could turn aggressive. It’s said that not adhering to the rules might lead to a spirit haunting you, with some accounts suggesting the spirit could cause hallucinations, possess you, or even demand a sacrifice.
13. The Three Knocks Game
Mistakes/Violations: If you make the wrong type of knock or fail to be quiet when waiting for a response, the entity could become hostile.
Consequences: Failing to knock in the right manner or not remaining silent afterward could trigger a violent encounter with the entity behind the door. It's often said that if the spirit opens the door in response, the player could be haunted or stalked, and worse, the entity might follow them home.
14. The Closet Game
Mistakes/Violations: If you fail to stay inside the closet for the entire duration, break the ritual, or leave the space too early, you risk inviting something terrifying into the real world.
Consequences: Breaking the rules can lead to being trapped in the closet, unable to leave, or cursed by the entity you summoned. There are also tales of people becoming possessed or targeted by spirits after failing to complete the game.
RULES
1. The Midnight Game
Rules:
At midnight, write your full name on a piece of paper.
Light a candle and place it next to the paper.
Turn off all the lights in your house.
Knock on your front door three times, then open it and invite the Midnight Man in (you can leave the door open).
Close the door behind you and walk around your house, keeping the candle lit at all times.
If your candle goes out, you must relight it within 10 seconds. If you fail, the Midnight Man is allowed to catch you and cause harm.
Do not stop moving. You must continue walking around your house until 3:00 AM.
The Midnight Man will attempt to make you feel scared, including inducing hallucinations or causing physical harm.
The game ends when you survive until 3:00 AM, and the Midnight Man disappears.
2. Bloody Mary
Rules:
Go into a dark room (typically a bathroom), and turn off the lights.
Stand in front of a mirror.
Chant "Bloody Mary" three times (some versions require more, like 13 times).
Do not look away from the mirror while chanting.
Bloody Mary will appear in the mirror, either as a ghostly image or as a more physical manifestation.
Do not break eye contact with her, as she may become violent.
Some versions of the game suggest that if you want her to leave, you should say "I forgive you" or "I want you to go."
3. Ouija Board
Rules:
Gather two or more players and place the Ouija board on a flat surface.
Each player rests their fingers lightly on the planchette (the small, heart-shaped piece).
Ask the spirits a question, and the planchette will begin to move.
The board has the alphabet, numbers, and "Yes" and "No" on it. The spirit will guide the planchette to spell out answers.
Do not move the planchette yourself—let the spirit control its movement.
To end the session, you must thank the spirit and say "Goodbye" before moving the planchette to the "Goodbye" section of the board.
Never leave the board unattended after starting the session, as it is believed that spirits may be invited to stay.
4. Ouija Board (Dark Version)
Rules:
Similar to the regular Ouija Board game but performed in total darkness.
Players should ask specific questions that may invite dark spirits.
Once the spirit has communicated, it is crucial to properly close the session by saying "Goodbye."
Never invite an entity without a clear intention, as it can cause the spirit to become angry or malicious.
The darkness increases the risk of negative entities entering the game and causing harm.
5. The Elevator Game
Rules:
Enter a building with at least 10 floors and take the elevator alone.
Press the buttons in the following order: 4, 2, 6, 2, 10, 5.
After the fifth button, you will either stay on the current floor or the elevator will take you to another alternate dimension.
If a woman enters the elevator with you on the 5th floor, do not speak to her—she is part of the ritual, and you should ignore her.
If you reach the 10th floor, you are supposed to enter an alternate world. Do not leave the elevator if you see a woman or anything suspicious.
To return, press the buttons in reverse order and get out of the elevator when you reach the first floor.
Do not engage with anyone or anything on the other side. If the rules are broken, it can lead to permanent trapping in the alternate world.
6. The Charlie Charlie Challenge
Rules:
Place two pencils on top of each other in the shape of a cross (with one pencil resting horizontally over the other).
Write "Yes" and "No" on a piece of paper, and place the pencils in a way that they can move freely.
Ask the spirit, "Charlie, Charlie, are you there?".
If the top pencil moves toward “Yes,” then Charlie is supposedly present.
Continue asking questions, and the pencil will move to "Yes" or "No" depending on the answers.
To end the session, thank Charlie and say goodbye.
Some believe that ignoring or failing to properly close the session invites negative energies or angry spirits.
7. The Red Book Game
Rules:
Find an old, red book (often described as old, vintage, or abandoned).
Hold the book close to your chest and close your eyes.
Start by chanting specific words or a prayer aloud (these can vary, but the purpose is to summon a spirit or force).
If the game is successful, the book will open by itself or the entity will begin to communicate.
If the entity becomes violent, the player must quickly end the game, usually by closing the book and saying "Goodbye".
Breaking the ritual or losing focus can lead to severe consequences, including a curse or haunting.
8. Hide and Seek in the Dark (or "Hide and Seek with a Twist")
Rules:
One person is selected to be "it" and counts in a dark room while everyone else hides.
The players must hide in complete darkness, with no lights on or visible signs of movement.
The "seeker" will attempt to find them based on their sense of sound and intuition, often relying on eerie noises or footsteps.
If the seeker finds someone, they must be tagged in some way (e.g., a tap on the shoulder), and that person becomes the new seeker.
The twist is that there may be something other than humans seeking the players.
Do not leave your hiding spot, or you risk angering whatever supernatural presence is lurking in the dark.
9. The House of the Dead Game (Real-Life Version)
Rules:
Choose an abandoned or haunted house or location, preferably one with a dark history or rumors of spirits.
Enter the house after dark, with friends or alone (depending on the level of the game).
Spend time exploring the house, avoiding disturbing any objects, furniture, or areas tied to the house’s history.
The goal is to interact with the spirits or entities inhabiting the house without angering them.
The game ends when the players either leave the house without incident or invoke a dangerous spirit by interacting with certain cursed objects or areas.
Failure to follow these rules might result in the spirit following you home or causing intense paranormal phenomena.
10. The Mannequin Game
Rules:
Go to an abandoned or empty store or location with mannequins (often late at night).
Find a mannequin and place it in a new position or "pose" it in an unusual way.
Over the course of the night, you must observe the mannequin to see if it moves on its own.
Some versions of the game involve waiting for the mannequin to come alive, though you are warned not to approach or interact with it.
If the mannequin moves or seems different, you are supposed to leave quickly.
Do not let the mannequin notice you or you could face dire consequences, including being followed or trapped by the mannequin.
11. The Shadow Man Game
Rules:
Sit alone in a dark room, preferably at night.
Begin chanting a specific incantation (usually around "I call you, Shadow Man" or similar words).
The game begins when a shadowy figure (the Shadow Man) is said to appear, either within the room or in your peripheral vision.
The
player must not make eye contact with the Shadow Man or interact with him in any way.
Do not speak to him or let him touch you.
After a set amount of time, players must leave the room safely without looking back.
12. The Baby Blue Game
Rules:
Turn off all the lights and stare into a mirror.
Chant "Baby Blue" repeatedly until something unusual happens (some suggest chanting until the name starts to feel unsettling).
A spirit is believed to manifest and may communicate or make its presence felt.
If the spirit is angered or ignored, it can become dangerous, demanding something from you.
The game ends when you say goodbye to the spirit and leave the mirror.
13. The Three Knocks Game
Rules:
Knock on a door or wall (three times).
Wait silently for a response. The belief is that a supernatural entity will answer.
If you hear a second set of knocks, it means something has entered the house.
The game ends when the player leaves or manages to make the entity leave, typically by closing the door or ending the session.
14. The Closet Game
Rules:
Enter a closet at night and close the door.
Sit in the dark, making sure to remain absolutely still and quiet.
Begin chanting a specific incantation (some believe a certain name must be invoked).
If you break the silence or fail to follow the steps, you may summon a dangerous entity.
Exit the closet immediately if you feel a presence or experience something unnatural.
Story: Many people report playing the Midnight Game after discovering it online or through social media. One common account involves a group of friends who decided to try the game as a dare. After they performed the ritual, they all went their separate ways to explore their house at midnight, each with a candle. One individual claimed to have felt an overwhelming presence following them, experiencing intense dread, and hearing footsteps behind them despite being alone. The candle would go out intermittently, and they could not re-light it in time, which supposedly allowed the Midnight Man to "chase" them.
Consequence: The friend later reported strange occurrences for weeks, such as hearing knocks on their door at odd hours, flickering lights, and a persistent feeling of being watched. The friend also claimed to have seen dark shadows moving across the walls, particularly near the location where they had failed to relight the candle.
2. Bloody Mary (Real-Life Accounts)
Story: Numerous people have shared disturbing encounters with Bloody Mary, often after playing the game as children. One widely circulated story involves a young girl who played the game at a sleepover. She stood in front of the mirror, chanting "Bloody Mary" repeatedly. The girl said she felt an intense coldness in the room, and when she looked into the mirror, she saw a shadowy figure with glowing eyes staring back at her. Some accounts claim that the figure reached out from the mirror to touch her.
Consequence: Following the incident, the girl reported experiencing constant nightmares for months. She also started to feel uneasy when near mirrors, believing that the spirit of Bloody Mary would return. Some people claim that after playing the game, they saw strange markings (like scratches or bruises) appear on their skin in the shape of hands or faces, which they believe were left by the spirit.
3. Ouija Board (Real-Life Accounts)
Story: The Ouija board is perhaps the most widely known “spirit communication” tool, and many individuals have claimed to experience strange and terrifying events after using it. A famous story comes from a group of teenagers who decided to use a Ouija board at a sleepover. They claimed that the board spelled out a warning message, telling them to “stop playing, or you’ll regret it.” One of the teens, ignoring the warning, continued with the session and asked, "Who are we communicating with?" The planchette supposedly spelled out “Death.”
Consequence: Shortly after, the group reportedly heard knocking at the door and strange noises outside. The following night, one of the teens suffered a nightmare in which a shadowy figure appeared in her room, whispering her name. The group disbanded the session and tried to end the game, but the haunting continued for weeks, with unexplained sounds and feelings of unease. Some of the players claimed to have experienced physical scratches and bruises that they couldn’t explain.
4. The Elevator Game (Real-Life Accounts)
Story: The Elevator Game gained widespread attention after the mysterious death of Elisa Lam in 2013 at the Cecil Hotel in Los Angeles. In the surveillance footage from the hotel, Lam is seen acting erratically in the hotel’s elevator, pushing multiple buttons, and hiding in the corner, as though interacting with someone—or something—invisible. Some believe she was unknowingly playing the Elevator Game, which, according to the game’s rules, opens a doorway to a parallel dimension.
Consequence: After Lam's bizarre behavior, she was found dead in a water tank on the hotel’s roof, with no clear explanation for her death. Some believe that Lam might have gotten stuck in the alternate dimension created by the game, leading to her eventual demise, or that her actions were influenced by supernatural forces.
5. Charlie Charlie Challenge (Real-Life Accounts)
Story: The Charlie Charlie Challenge became popular through social media, where participants would attempt to summon the spirit "Charlie" using pencils and a piece of paper with “Yes” and “No” written on it. One viral story involved a group of high school students attempting the game during a class. They claimed that when they asked the spirit questions, the pencils would move on their own, answering "Yes" to their questions.
Consequence: Afterward, several students reported feeling strange sensations, like chills or being watched. One of the students claimed that they began hearing whispers in their ear and that an unseen force seemed to follow them around the school. Some even said that after playing the game, they experienced nightmares and strange occurrences, including doors opening and closing on their own.
6. The Mannequin Game (Real-Life Accounts)
Story: A chilling real-life account comes from an individual who visited an abandoned store late at night with friends. After exploring the store, they found several mannequins arranged in eerie, lifelike poses. One of them was positioned in a particularly strange pose, and the group took turns “rearranging” it as a joke. After they finished, they began to leave, but one of the mannequins seemed to have been moved slightly when they returned to look.
Consequence: As the group continued their exploration, the mannequins appeared to shift positions on their own. One person claimed to have seen one mannequin standing up and walking away, though they were the only ones who saw it. When they left the store, the door reportedly slammed shut behind them, and the group heard footsteps following them from inside the store. They later claimed to experience frequent dreams of the mannequins, feeling as if they were being watched by them.
7. Hide and Seek in the Dark (Real-Life Accounts)
Story: A group of friends decided to play Hide and Seek in the Dark in an old, supposedly haunted house. After one player was chosen as the "seeker," they began searching the house in complete darkness. As they moved through the house, the seeker heard soft whispers and felt a cold breath on their neck. At one point, they turned around and saw what they thought was one of their friends hiding in a corner, only to realize that the figure wasn’t human.
Consequence: The seeker tried to run, but the door was locked, and they felt as though the house was shifting. One of the players later reported hearing footsteps that weren’t theirs, and some of them claimed to have had nightmares for weeks following the experience, with the same dark figures chasing them in their dreams.
8. The Red Book Game (Real-Life Accounts)
Story: The Red Book Game is less commonly heard of, but one reported story comes from a group of people in Brazil who used an old red book they found in a library. The group began performing the ritual, reading passages from the book aloud and invoking a spirit. After several minutes, they started feeling an overwhelming sense of dread, as though something was watching them. The book allegedly began to glow faintly.
Consequence: After the game, one of the participants began experiencing strange occurrences, such as hearing whispers at night and feeling invisible hands touching their shoulders. The participant reportedly became ill over the next few weeks, with family members claiming they heard strange voices coming from the room when no one was inside. The person was also said to have developed an intense fear of mirrors after the game.
9. The Closet Game (Real-Life Accounts)
Story: The Closet Game is an eerie ritual where participants enter a dark closet, typically alone, and perform a chant to summon a spirit. One real-life account involved a woman who tried the game at night. She entered the closet and began chanting the words, but as soon as she felt the spirit’s presence, she realized she couldn’t leave the closet. The door seemed impossibly stuck, and she began to feel a cold, oppressive energy pressing against her.
Consequence: When she finally managed to escape, she claimed to feel sick for days afterward, experiencing nightmares about being trapped in the closet with an unknown figure. She said she heard scratching noises around her bed at night and felt a persistent coldness in the room, even when the windows were closed.
10. The Shadow Man Game (Real-Life Accounts)
Story: People who attempt the Shadow Man Game often report encounters with a tall, shadowy figure in their peripheral vision. One chilling story involved a person who tried the game in their own home. The individual would chant the incantation, inviting the Shadow Man to appear. One night, after successfully summoning the figure, the person began seeing a dark silhouette moving in their peripheral vision, but when they turned to look, it would vanish.
Consequence: Over time, the person claimed to experience night terrors and was unable to sleep, fearing the Shadow Man would appear again. Some believed the figure began entering their dreams, walking around their room and causing their bed to shake. The person eventually reported a sense of being followed even outside the house.
11. The Baby Blue Game (Real-Life Accounts)
Story: The Baby Blue Game involves chanting a name and summoning a spirit. One account comes from a teenager who tried the game alone in a dark room. After chanting the words, the person described a feeling of extreme cold in the room, followed by hearing a baby crying loudly from somewhere in the room. When they looked into the mirror, they claimed to see a baby’s face staring back at them.
Consequence: The person later experienced odd occurrences, including finding random baby items (such as toys and pacifiers) around their home, even though they didn’t own any. They also began experiencing auditory hallucinations, hearing a baby crying in the middle of the night.
Origin: Often attributed to old occult practices and superstitions, particularly in the Southern United States and parts of Europe.
How it's played: The Midnight Game is a ritualistic game that supposedly summons a spirit or demon. Players must light a candle and walk around their home or designated space while trying to avoid the "Midnight Man." If the candle goes out or they stop moving, they are at risk of being caught by the entity. The goal is to survive until 3:00 AM without being "caught."
Creep Factor: The game is considered a dangerous, supernatural challenge, with claims that participants may experience terrifying hallucinations or even physical harm.
2. Bloody Mary
Origin: While its precise origins are unclear, this legend has been part of folklore for centuries, with various versions of the tale associated with the tragic figure of Queen Mary I of England.
How it's played: Players stand in front of a mirror in a dark room, often in a bathroom, and chant "Bloody Mary" three times (or more). Supposedly, the ghost or spirit of Bloody Mary will appear in the mirror, sometimes with violent or vengeful behavior.
Creep Factor: The idea of seeing a vengeful spirit materialize in the mirror taps into deep fears of the unknown, the supernatural, and death.
3. Ouija Board
Origin: The Ouija board has been around since the 19th century, marketed as a parlor game for spiritual communication.
How it's played: Players place their fingers on a planchette (a small heart-shaped piece of wood or plastic) and ask questions. The planchette moves around the board, supposedly guided by spirits, spelling out answers.
Creep Factor: The idea of communicating with the dead is inherently unsettling, and many claim to have experienced strange or terrifying encounters during Ouija sessions. It is often associated with invoking evil spirits, especially in the context of horror fiction and urban legends.
4. The Elevator Game
Origin: A modern urban legend that gained popularity through online forums, particularly in Korea and Japan.
How it's played: The game involves entering an elevator and pressing a sequence of buttons in a specific order. The goal is to reach another dimension or "parallel world." Participants are warned not to interact with the mysterious "woman" who may appear during the game.
Creep Factor: The game plays on the fear of isolation and being trapped in an alternate, potentially dangerous dimension, as well as the presence of eerie, unexplained figures.
5. The Charlie Charlie Challenge
Origin: This game is a modern twist on older divination rituals, particularly associated with summoning spirits. It became viral on social media in the 2010s.
How it's played: Two pencils are balanced on top of each other to form a cross. Players ask the "Charlie" spirit questions, and if the spirit is present, the top pencil will move to "yes" or "no" when asked.
Creep Factor: It taps into fears of contacting supernatural entities with uncertain or malevolent intentions. Its simplicity and viral nature have added to its creepy reputation.
6. Jenga (Dark Version)
Origin: Jenga is a popular game, but it has spawned dark variations—especially in horror-themed games or urban legends.
How it's played: In the dark version, people play regular Jenga but add creepy or daring actions, such as performing strange rituals, chanting, or even telling dark secrets when a piece is removed.
Creep Factor: The fear comes from the sense of unpredictability and the eerie atmosphere created by the dark, as well as the idea that there could be strange consequences tied to the game.
7. The Candyman Legend
Origin: Derived from a combination of folklore, urban legends, and the 1992 horror film "Candyman," which is based on a story by Clive Barker.
How it's played: To summon the Candyman, players must say his name five times while standing in front of a mirror, usually in a dark room.
Creep Factor: Saying his name five times is supposed to summon the spirit of a vengeful murderer. The urban legend has an element of danger and fear, as those who perform the ritual are said to risk death or being haunted.
8. The Red Book Game
Origin: A superstitious game mostly passed along as a childhood dare, particularly in parts of the UK.
How it's played: A player must find a red book and place it under their bed at night. After a series of specific, often confusing rules, the player must read from the book or answer questions while a mysterious, malevolent force tries to get them to stop. Sometimes the red book is said to be linked to the devil or demonic entities.
Creep Factor: The game's cryptic rules, the eerie associations with red, and the potential to unleash dark forces make it unsettling.
9. The House of the Dead Game (A Real-Life Version)
Origin: While this isn't a typical "game," there are instances where thrill-seekers and daredevils have ventured into abandoned houses or structures as part of a dangerous, real-life "game."
How it's played: Players explore abandoned or haunted locations, often trying to provoke ghosts or spirits to make contact.
Creep Factor: The fear of encountering something or someone supernatural, combined with the danger of being in a decrepit, possibly cursed location, makes these real-life explorations incredibly creepy.
10. Hide and Seek in the Dark (or "Hide and Seek with a Twist")
Origin: This is a variation of the traditional game, but with a more terrifying twist.
How it's played: Players hide in complete darkness while a "seeker" tries to find them. The twist comes with additional rules, such as eerie whispers or sudden, unexplained noises that suggest an unseen presence. In some versions, the seeker isn't just "it"—it could be a supernatural entity.
Creep Factor: The fear of the unknown and the anxiety of being pursued in complete darkness, with the added uncertainty of whether the game is "real" or if something supernatural is at play, makes this game particularly chilling.
LESSER KNOWN GAMES
1. The Three Kings Game
Origin: A modern, occult-inspired game, sometimes associated with sleep deprivation and paranormal exploration.
How it's played: Players must create a "ritual" space in a dark room, usually with a chair or a circle drawn on the floor, and place two objects representing "kings" and one representing a "spirit" or "ghost." The participant sits in the middle of the circle, and the game is meant to contact the spirit world by asking questions. The spirit is said to manifest or provide cryptic answers.
Creep Factor: The game is said to open a door to the paranormal, and many people report unsettling feelings or experiences during and after playing. Participants often describe feelings of being watched or followed, or seeing things they can’t explain.
2. The Smiling Man Game
Origin: A creepypasta story that grew popular on the internet, particularly on forums like Reddit.
How it's played: The game is based on a short horror story where players are instructed to walk through a dark street or alley at night, keeping an eye out for a "smiling man"—a strange figure who may appear and follow them. The goal is to survive an encounter with the smiling man, who is known for unsettlingly large, unnaturally wide grins.
Creep Factor: The psychological horror comes from the unsettling, unpredictable nature of the figure. The idea that you might be followed by someone or something that is eerily smiling at you creates a sense of paranoia and dread.
3. The Hitori Kakurenbo
Origin: A Japanese game similar to Hide and Seek but with dark, spiritual overtones.
How it's played: Players summon a spirit to play "hide and seek" in a very specific way. To start, they must find an empty doll, draw a face on it, and then name it. The game involves calling on the spirit to possess the doll, which will then "seek" you. The player must hide and wait until the doll finds them, at which point they must perform a ritual to banish the spirit. If they fail to do so, it’s said the spirit could possess them instead.
Creep Factor: The game involves summoning a spirit, making it incredibly dangerous, as some claim that the doll or spirit can act on its own and follow players outside the game.
4. The Black-Eyed Children Game
Origin: Inspired by internet lore about strange entities known as the "Black-Eyed Children."
How it's played: The game is a variation of the "contacting" ritual. Players are advised to lock themselves in a room and close all windows and doors. Then, they are told to invite any "children" who come knocking at their door. However, the twist is that these "children" will have completely black eyes, and those who let them in are said to experience terrifying paranormal activity.
Creep Factor: The idea of inviting in children, only to realize they have disturbing black eyes and no souls, taps into an unsettling fear of innocence being tainted by malevolent forces. The unknown intent of the children creates an eerie atmosphere.
5. The Elevator to Another World
Origin: A game originating in South Korea, similar to the "Elevator Game" mentioned earlier but with a different set of rules.
How it's played: In this version, the player must enter an elevator alone and press a sequence of buttons. After completing the pattern, the elevator will take you to another dimension or reality where things are not as they seem. The key is to not interact with anything or anyone while in this "new world." The player must find a way to safely return to their own reality by pressing a different set of buttons.
Creep Factor: The fear comes from the concept of traveling to an alternate, unknown reality where you might encounter strange or dangerous forces. The idea of being stuck in a parallel world adds an element of horror.
6. The Closet Game
Origin: A game rooted in supernatural beliefs that involve a closet as a portal to another world.
How it's played: A player enters a dark closet and closes the door. The goal is to stay inside for as long as possible while attempting to communicate with a spirit or entity. In some versions, the player is supposed to summon the "closet demon" by saying specific phrases. After a set period, they must exit the closet quickly or risk being trapped inside.
Creep Factor: The idea of a spirit or demon coming out of the closet is deeply unsettling, and the game thrives on the concept of isolation, confinement, and the fear of an unseen entity lurking just beyond the door.
7. The Mannequin Game
Origin: A creepy challenge shared in urban legends, often passed along on social media.
How it's played: Players are told to visit a store or mall at night, preferably a deserted one. They must find a mannequin and position it somewhere in the store. The game involves secretly watching the mannequin for long periods of time, waiting to see if it moves or interacts with you. Some versions suggest that if the mannequin "blinks" or shifts positions, it is no longer a mannequin.
Creep Factor: The fear here stems from the uncanny valley effect—the eerie feeling that something is almost human but not quite—and the idea of mannequins coming to life or moving on their own.
8. The Shadow Man Game
Origin: Based on the urban legend of the "Shadow Man," a figure who appears as a dark silhouette with glowing eyes.
How it's played: The game involves the player attempting to summon the Shadow Man. To do this, they must sit alone in a dark room and say a chant to invite the Shadow Man to appear. Players are warned that once the Shadow Man shows up, they must avoid eye contact at all costs. If they make eye contact with the figure, they are said to be cursed.
Creep Factor: The game’s tension comes from the idea of an ominous figure watching you from the shadows, as well as the fear of being cursed if you accidentally make eye contact. It plays on the fear of dark, formless entities that may or may not be real.
9. The Baby Blue Game
Origin: This game is an old urban legend that has been passed down through the generations.
How it's played: The player stands in front of a mirror and chants "Baby Blue" repeatedly. After a while, a mysterious voice will reportedly begin to respond. In some versions, the player is encouraged to ask the voice questions, but they should not stop calling it "Baby Blue" until a specific point in the ritual.
Creep Factor: The game involves a mysterious voice answering questions, sometimes asking for things like "a kiss" or "your soul." The eerie, disembodied nature of the voice taps into common fears of the unknown and contact with spirits.
10. The Three Knocks Game
Origin: Based on old superstitions that knocking three times at a door or window can invite something dangerous or supernatural.
How it's played: Players are instructed to go to a house (or any building), stand outside, and knock three times on the door or window. They then stand quietly and wait for an answer. The legend says that if the "owner" of the house answers (even if the house is abandoned), something terrible will happen, like being followed or haunted.
Creep Factor: The eerie aspect lies in the unpredictability—who or what might answer the door? The game plays with the fear of being watched by something unseen or uninvited.
Here’s what happens when mistakes are made or rules are violated in each of the games mentioned above:
1. The Midnight Game
Mistakes/Violations: If you stop moving, blow out your candle, or break any other rules (like going outside the designated area or talking to the Midnight Man), it’s said that the entity will hunt you.
Consequences: The Midnight Man is believed to appear and cause extreme terror. Players who fail to follow the rules correctly may suffer from hallucinations, physical harm (e.g., scratches or bruises), or even be "claimed" by the Midnight Man, which could result in death or a permanent haunting.
2. Bloody Mary
Mistakes/Violations: If you fail to perform the ritual correctly—such as saying her name too few or too many times, or not doing it in the dark—the game could fail to summon Bloody Mary. Conversely, if you interact with her or look away from the mirror, you risk angering her.
Consequences: Players may see disturbing visions, experience physical attacks (scratches, burns, etc.), or encounter her face in the mirror, which could lead to a curse, madness, or violent retribution from the spirit. Some versions suggest that Bloody Mary might follow you into the real world if you break the ritual.
3. Ouija Board
Mistakes/Violations: Failing to properly close the session (by saying "Goodbye") is one of the most commonly cited mistakes. The board can also act unpredictably if you're not clear with your questions or are skeptical.
Consequences: If you fail to close the session or provoke a spirit, it can allegedly lead to a lingering presence, mischievous poltergeist activity, or even malevolent hauntings. Some people believe that failing to respect the board may invite angry spirits, demons, or even possession.
4. Ouija Board (Dark Version)
Mistakes/Violations: This variant can be even more dangerous. If you fail to close the portal or the spirit doesn’t like your questions, things can go horribly wrong.
Consequences: Violating the rules can result in an aggressive spirit or demonic presence causing harm, possessive behavior, or disturbing paranormal events, like objects moving on their own or horrifying apparitions. In some accounts, players have reported becoming haunted or pursued by malevolent entities long after the session ends.
5. The Elevator Game
Mistakes/Violations: If you press the wrong buttons or break the sequence, the elevator might not take you to the “other world” or dimension. Looking at the woman or interacting with her could also result in disastrous outcomes.
Consequences: Players who fail to adhere to the strict rules may find themselves stuck in a parallel dimension, unable to return to their own reality. The “woman” may also follow you home or cause harm. Some accounts suggest that those who fail or break the rules are trapped in a time loop or cursed to wander the alternate world forever.
6. The Charlie Charlie Challenge
Mistakes/Violations: If you don't properly set up the pencils or ask clear questions, the game may not work. Additionally, breaking the rules (like stopping mid-session or using the wrong words) could lead to negative consequences.
Consequences: Violating the rules can result in the spirit becoming angry and causing harm. Players may experience strange noises, objects moving on their own, or even seeing a spirit or entity. Some players have reported feeling haunted by Charlie after performing the challenge incorrectly, with creepy experiences continuing long after.
7. The Red Book Game
Mistakes/Violations: If the player doesn't follow the rules to the letter (e.g., reading aloud or moving the book correctly), they risk angering the malevolent spirit connected to the game.
Consequences: The most common consequence of breaking the rules is a curse or being stalked by the entity. The spirit could be summoned, and players might experience supernatural phenomena like visions, dreams of death, or physical sensations of being touched or followed. The game is said to be very dangerous, and some even claim that it has led to violent or fatal outcomes.
8. Hide and Seek in the Dark (or "Hide and Seek with a Twist")
Mistakes/Violations: If you’re caught hiding when you shouldn’t be, or if you make too much noise or reveal your location, you could lose the game and face the consequences of being found by the "other" seeker (a supernatural one).
Consequences: Breaking the rules could lead to being trapped in the dark forever, caught by an unseen or supernatural entity. Some versions of the game suggest that the "seeker" can either be a human or something more malevolent, and failing to follow the rules means you may not be able to escape.
9. The House of the Dead Game (Real-Life Version)
Mistakes/Violations: Entering an abandoned or haunted house or structure unprepared or without proper precautions (like not respecting the place’s history or the entities tied to it) can lead to negative consequences.
Consequences: Players who break the rules could provoke the spirits or entities tied to the location. Hauntings, paranormal attacks, and potentially physical harm can follow. Some people believe that if the spirits of the house take offense, they might follow players home or cause them to become lost or disoriented inside the house.
10. The Mannequin Game
Mistakes/Violations: Not following the proper procedure for positioning the mannequin or failing to observe it in a proper manner can "invite" the mannequin to "move" in a way that makes it more dangerous. Engaging with it in any way is usually discouraged.
Consequences: If the mannequin is moved or if it is interacted with incorrectly, it’s believed to come alive in a horrifying form—moving when you’re not looking or even chasing you. Some players report that the mannequin could attach itself to you, becoming a malevolent spirit that follows you around.
11. The Shadow Man Game
Mistakes/Violations: If you accidentally break eye contact with the Shadow Man or fail to follow the rules for summoning him (such as performing the chant incorrectly), you could anger him or be marked by him.
Consequences: Failing to follow the rules can invite the Shadow Man into your life, leading to a curse or haunting. Players may see shadows in the corner of their vision, hear footsteps or whispers, or even experience the Shadow Man appearing in their dreams, often leading to physical or mental harm.
12. The Baby Blue Game
Mistakes/Violations: Breaking the chanting rhythm or stopping too early can result in the summoning failing, but the consequences are said to be worse if you inadvertently make "Baby Blue" angry (by ignoring the rules).
Consequences: If you fail to follow the ritual correctly, Baby Blue could turn aggressive. It’s said that not adhering to the rules might lead to a spirit haunting you, with some accounts suggesting the spirit could cause hallucinations, possess you, or even demand a sacrifice.
13. The Three Knocks Game
Mistakes/Violations: If you make the wrong type of knock or fail to be quiet when waiting for a response, the entity could become hostile.
Consequences: Failing to knock in the right manner or not remaining silent afterward could trigger a violent encounter with the entity behind the door. It's often said that if the spirit opens the door in response, the player could be haunted or stalked, and worse, the entity might follow them home.
14. The Closet Game
Mistakes/Violations: If you fail to stay inside the closet for the entire duration, break the ritual, or leave the space too early, you risk inviting something terrifying into the real world.
Consequences: Breaking the rules can lead to being trapped in the closet, unable to leave, or cursed by the entity you summoned. There are also tales of people becoming possessed or targeted by spirits after failing to complete the game.
RULES
1. The Midnight Game
Rules:
At midnight, write your full name on a piece of paper.
Light a candle and place it next to the paper.
Turn off all the lights in your house.
Knock on your front door three times, then open it and invite the Midnight Man in (you can leave the door open).
Close the door behind you and walk around your house, keeping the candle lit at all times.
If your candle goes out, you must relight it within 10 seconds. If you fail, the Midnight Man is allowed to catch you and cause harm.
Do not stop moving. You must continue walking around your house until 3:00 AM.
The Midnight Man will attempt to make you feel scared, including inducing hallucinations or causing physical harm.
The game ends when you survive until 3:00 AM, and the Midnight Man disappears.
2. Bloody Mary
Rules:
Go into a dark room (typically a bathroom), and turn off the lights.
Stand in front of a mirror.
Chant "Bloody Mary" three times (some versions require more, like 13 times).
Do not look away from the mirror while chanting.
Bloody Mary will appear in the mirror, either as a ghostly image or as a more physical manifestation.
Do not break eye contact with her, as she may become violent.
Some versions of the game suggest that if you want her to leave, you should say "I forgive you" or "I want you to go."
3. Ouija Board
Rules:
Gather two or more players and place the Ouija board on a flat surface.
Each player rests their fingers lightly on the planchette (the small, heart-shaped piece).
Ask the spirits a question, and the planchette will begin to move.
The board has the alphabet, numbers, and "Yes" and "No" on it. The spirit will guide the planchette to spell out answers.
Do not move the planchette yourself—let the spirit control its movement.
To end the session, you must thank the spirit and say "Goodbye" before moving the planchette to the "Goodbye" section of the board.
Never leave the board unattended after starting the session, as it is believed that spirits may be invited to stay.
4. Ouija Board (Dark Version)
Rules:
Similar to the regular Ouija Board game but performed in total darkness.
Players should ask specific questions that may invite dark spirits.
Once the spirit has communicated, it is crucial to properly close the session by saying "Goodbye."
Never invite an entity without a clear intention, as it can cause the spirit to become angry or malicious.
The darkness increases the risk of negative entities entering the game and causing harm.
5. The Elevator Game
Rules:
Enter a building with at least 10 floors and take the elevator alone.
Press the buttons in the following order: 4, 2, 6, 2, 10, 5.
After the fifth button, you will either stay on the current floor or the elevator will take you to another alternate dimension.
If a woman enters the elevator with you on the 5th floor, do not speak to her—she is part of the ritual, and you should ignore her.
If you reach the 10th floor, you are supposed to enter an alternate world. Do not leave the elevator if you see a woman or anything suspicious.
To return, press the buttons in reverse order and get out of the elevator when you reach the first floor.
Do not engage with anyone or anything on the other side. If the rules are broken, it can lead to permanent trapping in the alternate world.
6. The Charlie Charlie Challenge
Rules:
Place two pencils on top of each other in the shape of a cross (with one pencil resting horizontally over the other).
Write "Yes" and "No" on a piece of paper, and place the pencils in a way that they can move freely.
Ask the spirit, "Charlie, Charlie, are you there?".
If the top pencil moves toward “Yes,” then Charlie is supposedly present.
Continue asking questions, and the pencil will move to "Yes" or "No" depending on the answers.
To end the session, thank Charlie and say goodbye.
Some believe that ignoring or failing to properly close the session invites negative energies or angry spirits.
7. The Red Book Game
Rules:
Find an old, red book (often described as old, vintage, or abandoned).
Hold the book close to your chest and close your eyes.
Start by chanting specific words or a prayer aloud (these can vary, but the purpose is to summon a spirit or force).
If the game is successful, the book will open by itself or the entity will begin to communicate.
If the entity becomes violent, the player must quickly end the game, usually by closing the book and saying "Goodbye".
Breaking the ritual or losing focus can lead to severe consequences, including a curse or haunting.
8. Hide and Seek in the Dark (or "Hide and Seek with a Twist")
Rules:
One person is selected to be "it" and counts in a dark room while everyone else hides.
The players must hide in complete darkness, with no lights on or visible signs of movement.
The "seeker" will attempt to find them based on their sense of sound and intuition, often relying on eerie noises or footsteps.
If the seeker finds someone, they must be tagged in some way (e.g., a tap on the shoulder), and that person becomes the new seeker.
The twist is that there may be something other than humans seeking the players.
Do not leave your hiding spot, or you risk angering whatever supernatural presence is lurking in the dark.
9. The House of the Dead Game (Real-Life Version)
Rules:
Choose an abandoned or haunted house or location, preferably one with a dark history or rumors of spirits.
Enter the house after dark, with friends or alone (depending on the level of the game).
Spend time exploring the house, avoiding disturbing any objects, furniture, or areas tied to the house’s history.
The goal is to interact with the spirits or entities inhabiting the house without angering them.
The game ends when the players either leave the house without incident or invoke a dangerous spirit by interacting with certain cursed objects or areas.
Failure to follow these rules might result in the spirit following you home or causing intense paranormal phenomena.
10. The Mannequin Game
Rules:
Go to an abandoned or empty store or location with mannequins (often late at night).
Find a mannequin and place it in a new position or "pose" it in an unusual way.
Over the course of the night, you must observe the mannequin to see if it moves on its own.
Some versions of the game involve waiting for the mannequin to come alive, though you are warned not to approach or interact with it.
If the mannequin moves or seems different, you are supposed to leave quickly.
Do not let the mannequin notice you or you could face dire consequences, including being followed or trapped by the mannequin.
11. The Shadow Man Game
Rules:
Sit alone in a dark room, preferably at night.
Begin chanting a specific incantation (usually around "I call you, Shadow Man" or similar words).
The game begins when a shadowy figure (the Shadow Man) is said to appear, either within the room or in your peripheral vision.
The
player must not make eye contact with the Shadow Man or interact with him in any way.
Do not speak to him or let him touch you.
After a set amount of time, players must leave the room safely without looking back.
12. The Baby Blue Game
Rules:
Turn off all the lights and stare into a mirror.
Chant "Baby Blue" repeatedly until something unusual happens (some suggest chanting until the name starts to feel unsettling).
A spirit is believed to manifest and may communicate or make its presence felt.
If the spirit is angered or ignored, it can become dangerous, demanding something from you.
The game ends when you say goodbye to the spirit and leave the mirror.
13. The Three Knocks Game
Rules:
Knock on a door or wall (three times).
Wait silently for a response. The belief is that a supernatural entity will answer.
If you hear a second set of knocks, it means something has entered the house.
The game ends when the player leaves or manages to make the entity leave, typically by closing the door or ending the session.
14. The Closet Game
Rules:
Enter a closet at night and close the door.
Sit in the dark, making sure to remain absolutely still and quiet.
Begin chanting a specific incantation (some believe a certain name must be invoked).
If you break the silence or fail to follow the steps, you may summon a dangerous entity.
Exit the closet immediately if you feel a presence or experience something unnatural.
Story: Many people report playing the Midnight Game after discovering it online or through social media. One common account involves a group of friends who decided to try the game as a dare. After they performed the ritual, they all went their separate ways to explore their house at midnight, each with a candle. One individual claimed to have felt an overwhelming presence following them, experiencing intense dread, and hearing footsteps behind them despite being alone. The candle would go out intermittently, and they could not re-light it in time, which supposedly allowed the Midnight Man to "chase" them.
Consequence: The friend later reported strange occurrences for weeks, such as hearing knocks on their door at odd hours, flickering lights, and a persistent feeling of being watched. The friend also claimed to have seen dark shadows moving across the walls, particularly near the location where they had failed to relight the candle.
2. Bloody Mary (Real-Life Accounts)
Story: Numerous people have shared disturbing encounters with Bloody Mary, often after playing the game as children. One widely circulated story involves a young girl who played the game at a sleepover. She stood in front of the mirror, chanting "Bloody Mary" repeatedly. The girl said she felt an intense coldness in the room, and when she looked into the mirror, she saw a shadowy figure with glowing eyes staring back at her. Some accounts claim that the figure reached out from the mirror to touch her.
Consequence: Following the incident, the girl reported experiencing constant nightmares for months. She also started to feel uneasy when near mirrors, believing that the spirit of Bloody Mary would return. Some people claim that after playing the game, they saw strange markings (like scratches or bruises) appear on their skin in the shape of hands or faces, which they believe were left by the spirit.
3. Ouija Board (Real-Life Accounts)
Story: The Ouija board is perhaps the most widely known “spirit communication” tool, and many individuals have claimed to experience strange and terrifying events after using it. A famous story comes from a group of teenagers who decided to use a Ouija board at a sleepover. They claimed that the board spelled out a warning message, telling them to “stop playing, or you’ll regret it.” One of the teens, ignoring the warning, continued with the session and asked, "Who are we communicating with?" The planchette supposedly spelled out “Death.”
Consequence: Shortly after, the group reportedly heard knocking at the door and strange noises outside. The following night, one of the teens suffered a nightmare in which a shadowy figure appeared in her room, whispering her name. The group disbanded the session and tried to end the game, but the haunting continued for weeks, with unexplained sounds and feelings of unease. Some of the players claimed to have experienced physical scratches and bruises that they couldn’t explain.
4. The Elevator Game (Real-Life Accounts)
Story: The Elevator Game gained widespread attention after the mysterious death of Elisa Lam in 2013 at the Cecil Hotel in Los Angeles. In the surveillance footage from the hotel, Lam is seen acting erratically in the hotel’s elevator, pushing multiple buttons, and hiding in the corner, as though interacting with someone—or something—invisible. Some believe she was unknowingly playing the Elevator Game, which, according to the game’s rules, opens a doorway to a parallel dimension.
Consequence: After Lam's bizarre behavior, she was found dead in a water tank on the hotel’s roof, with no clear explanation for her death. Some believe that Lam might have gotten stuck in the alternate dimension created by the game, leading to her eventual demise, or that her actions were influenced by supernatural forces.
5. Charlie Charlie Challenge (Real-Life Accounts)
Story: The Charlie Charlie Challenge became popular through social media, where participants would attempt to summon the spirit "Charlie" using pencils and a piece of paper with “Yes” and “No” written on it. One viral story involved a group of high school students attempting the game during a class. They claimed that when they asked the spirit questions, the pencils would move on their own, answering "Yes" to their questions.
Consequence: Afterward, several students reported feeling strange sensations, like chills or being watched. One of the students claimed that they began hearing whispers in their ear and that an unseen force seemed to follow them around the school. Some even said that after playing the game, they experienced nightmares and strange occurrences, including doors opening and closing on their own.
6. The Mannequin Game (Real-Life Accounts)
Story: A chilling real-life account comes from an individual who visited an abandoned store late at night with friends. After exploring the store, they found several mannequins arranged in eerie, lifelike poses. One of them was positioned in a particularly strange pose, and the group took turns “rearranging” it as a joke. After they finished, they began to leave, but one of the mannequins seemed to have been moved slightly when they returned to look.
Consequence: As the group continued their exploration, the mannequins appeared to shift positions on their own. One person claimed to have seen one mannequin standing up and walking away, though they were the only ones who saw it. When they left the store, the door reportedly slammed shut behind them, and the group heard footsteps following them from inside the store. They later claimed to experience frequent dreams of the mannequins, feeling as if they were being watched by them.
7. Hide and Seek in the Dark (Real-Life Accounts)
Story: A group of friends decided to play Hide and Seek in the Dark in an old, supposedly haunted house. After one player was chosen as the "seeker," they began searching the house in complete darkness. As they moved through the house, the seeker heard soft whispers and felt a cold breath on their neck. At one point, they turned around and saw what they thought was one of their friends hiding in a corner, only to realize that the figure wasn’t human.
Consequence: The seeker tried to run, but the door was locked, and they felt as though the house was shifting. One of the players later reported hearing footsteps that weren’t theirs, and some of them claimed to have had nightmares for weeks following the experience, with the same dark figures chasing them in their dreams.
8. The Red Book Game (Real-Life Accounts)
Story: The Red Book Game is less commonly heard of, but one reported story comes from a group of people in Brazil who used an old red book they found in a library. The group began performing the ritual, reading passages from the book aloud and invoking a spirit. After several minutes, they started feeling an overwhelming sense of dread, as though something was watching them. The book allegedly began to glow faintly.
Consequence: After the game, one of the participants began experiencing strange occurrences, such as hearing whispers at night and feeling invisible hands touching their shoulders. The participant reportedly became ill over the next few weeks, with family members claiming they heard strange voices coming from the room when no one was inside. The person was also said to have developed an intense fear of mirrors after the game.
9. The Closet Game (Real-Life Accounts)
Story: The Closet Game is an eerie ritual where participants enter a dark closet, typically alone, and perform a chant to summon a spirit. One real-life account involved a woman who tried the game at night. She entered the closet and began chanting the words, but as soon as she felt the spirit’s presence, she realized she couldn’t leave the closet. The door seemed impossibly stuck, and she began to feel a cold, oppressive energy pressing against her.
Consequence: When she finally managed to escape, she claimed to feel sick for days afterward, experiencing nightmares about being trapped in the closet with an unknown figure. She said she heard scratching noises around her bed at night and felt a persistent coldness in the room, even when the windows were closed.
10. The Shadow Man Game (Real-Life Accounts)
Story: People who attempt the Shadow Man Game often report encounters with a tall, shadowy figure in their peripheral vision. One chilling story involved a person who tried the game in their own home. The individual would chant the incantation, inviting the Shadow Man to appear. One night, after successfully summoning the figure, the person began seeing a dark silhouette moving in their peripheral vision, but when they turned to look, it would vanish.
Consequence: Over time, the person claimed to experience night terrors and was unable to sleep, fearing the Shadow Man would appear again. Some believed the figure began entering their dreams, walking around their room and causing their bed to shake. The person eventually reported a sense of being followed even outside the house.
11. The Baby Blue Game (Real-Life Accounts)
Story: The Baby Blue Game involves chanting a name and summoning a spirit. One account comes from a teenager who tried the game alone in a dark room. After chanting the words, the person described a feeling of extreme cold in the room, followed by hearing a baby crying loudly from somewhere in the room. When they looked into the mirror, they claimed to see a baby’s face staring back at them.
Consequence: The person later experienced odd occurrences, including finding random baby items (such as toys and pacifiers) around their home, even though they didn’t own any. They also began experiencing auditory hallucinations, hearing a baby crying in the middle of the night.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
i really love it when people here are “not normal” about the things they love. yes!! break down the scene that you’ve been obsessing over for weeks! create incredibly intricate theories based on a few throwaway lines! explain why you love this character so much—458 reasons and counting, and with visual aids! i love to see people putting their heart and soul into not being normal!!!
Possibly the most horrifying thing that has ever happened to me occurred today. So I’m in a creative writing class at university right now and we had to print out twenty-five copies of our first, one page assignment to distribute to the class. I had to print mine at the computer lab as I don’t have a printer, but here are the three crucial facts that made this the worst mistake of my life.
1. Sometimes, when you log into Google on Chrome, it activates all of your extensions, even ones you’ve deactivated.
2. In high school, my friends and I got really into Ponify (a words replacing chrome extension) and switched the preferences so we could read political articles and have congress get into a “rousing snow ball fight” and the like.
3. Ponify reverted to its original My Little Pony lingo when opened on a new computer’s chrome.
So when I distributed my twenty-five copies of this I noticed the word “everypony”, my heart seized up and dropped into my stomach, and with my imminent death approaching, I began furiously correcting all twenty-five of them. My teacher, confusedly, agreed to let me correct them as I was too infuriated and ashamed to say my mistake aloud.
I just realized, however, that the line “as she watched the binding fall away in her hand” was changed to “as she watched the binding fall away in her hoof”.
And I just had to send this email:
And basically I’m ready for death how was your day