To those who would seek out the darkness: Read at your own risk.
Text copyright 2019 by Lucia Peters.
Illustrations copyright 2019 by Chronicle Books.
All rights reserved. No part of this book may be reproduced in any form without written permission from the publisher.
ISBN 978-1-4521-7990-2 (epub, mobi)
Library of Congress Cataloging-in-Publication Data is available.
ISBN 978-1-4521-7979-7 (hardcover)
Illustrations by Pam Wishbow.
Cover design by Neil Egan.
Book design by Alma Kamal and Neil Egan.
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introduction
Flashlights. Darkened rooms. The chanting of names, of mantras, of mysterious incantations. Giggles in the darksome 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 playgroundmore rituals than games, reallymeant 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 librarybooks like this one, perhaps. You might not be convinced the games will actually work, believing them to be simply stories or urban legendsbut when you play, you hope all the same that this time, maybe something will happen. Youll fall into a trance. Youll defy the laws of nature. Youll 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 dangerousand thats almost certainly the reason youre 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. Its a desire to find out what may or may not exist beyond the veil and to discover whether or not its 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, sances, 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 rituallaying out sets of rules, ingredients to gather, and instructions to followpeople have continuously sought to make what we dont understand about the world somehow more knowable.
But over timenotably during the heyday of the Spiritualist movementpeople 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. Whats 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, well see some results.
Throughout history, rituals have been assembled in grimoiresessentially 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 ritualspart encyclopedia, part instruction manual, and part storybookintended to guide you through the shadowy world of todays urban legend games. Here youll find the history and folklore behind twenty-four different games, each with a different purpose, as well as instructions on how to play themand some dos and donts youd be wise to heed if you truly intend to try them out.
Should you choose to play themthese Dangerous Gamesknow that you do so at your own risk.
While were on the subject, a word about safety: Beyond the possible supernatural risks presented by these games, a number of real-life risks exist as wellfire 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. Dont 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 isnt a simple answer.
Youll 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 others company. You might even play some games while youre at itCharades, 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 playtypically 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, its worth remembering that the old adage does not apply: There is no safety in numbersnot with games as dangerous as these.
With these games, safety can never be guaranteedno matter how many other unlucky souls youve convinced to play along with you.
LIGHT AS A FEATHER, STIFF AS A BOARD
Risk level:
Low.
Objective:
Levitate a friend.
Additional Warnings:
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