Haunted Games – Play at your own risk!!

Most of us think that it’s just a waste of time or maybe not even relevant but there are people who believe in things like that. There’s a website named CREEPYPASTA and it has all these crazy haunted things. Just to present you with some of the creepiest games, here goes..

  1. Doors to the mind

According to redditor u/brickell, it’s not nearly as dangerous as many of these sorts of rituals tend to be; it’s still best to proceed with caution, though. After all, you never know what might be lurking in the corners of your own head.

As always, play at your own risk.


  • 1 principal.
  • 1 partner.


  • A quiet room.
  • A few candles.
  • Matches or a lighter.
  • An alarm clock.
  • A pillow (optional).
  • A recording device (optional).


The Prelude:

  1. Begin whenever you feel most relaxed.
  2. Find a quiet room, dim the lights, and set up your candles. Use the matches or lighter to light the candles, being mindful of fire hazards as you do so. If you would like to record your experience, set up your chosen device and begin recording.
  3. Set the alarm clock to go off one hour from the time you begin.
  4. Have your partner sit on the floor; you yourself should lie down with your head in your partner’s lap, facing up. You may use your pillow if you like. Close your eyes.
  5. Have your partner begin rubbing your temples in slow, circular motions. The tempo should be steady, and the overall feeling relaxing. Keep your eyes closed.
  6. Your partner will function as your guide for this next portion. Have them speak the following words to you: “You are at one end of a very long corridor. There are numerous doors on both sides of this corridor, spanning the entire length. I want you to explore these doors and the rooms behind them. Describe to me what you can see, hear, touch, and feel with great detail.”

The Exploration:

  1. At this point, you should find yourself in the corridor. Traverse it, exploring the doors that line it and the rooms kept behind the doors; as you go, describe each and every thing you encounter. There are no rules as to how best to explore the corridor and its rooms; you may, however, find the following tips helpful:
    • Pay as much attention to yourself as to your surroundings. What are you wearing? What’s in your pockets? Do you have anything meaningful about your person? Whatever you find, it might be useful.
    • Take a good look (and feel, and so on) of each door before you open it. What color is it? What size and shape is it? What does the handle look like? Is the handle an unusual temperature? These details and more might provide hints about what waits behind the door itself.
    • You do not have to open every door. Trust your instincts: If you feel it would be unwise to enter one… don’t open it.

The Return:

  1. When the alarm goes off, your partner should guide you back to the real world. The exact words spoken to do so are up to your partner, but in all cases, the corridor should recede and any doors that have been opened should be closed by the end.
  2. Once you have returned, blow out the candles and turn off the recording device (if using). You may listen to your recording at your leisure; or, you may choose never to listen to it. It’s entirely up to you.

Additional Notes:

  • This game may be played as many times as you desire. After you have played it enough times, you may no longer require the alarm clock; your partner should be able to determine when you are ready to make your way back.
  • If you enter a room filled with clocks, do NOT touch any of the clocks and leave the room immediately.
  • If you encounter an old woman, do NOT speak to her and leave the room immediately.
  • If you encounter a man in a suit — particularly one who inspires feelings of unease or dread —describe him immediately to your partner. Your partner should then end the session, regardless as to whether the alarm has gone off. If your partner is unable to end the session, do NOT speak to him and leave the room immediately.
  • Some doors may be locked, blocked, or otherwise barred. Check your person to see if you have a key; if you don’t, however, do not worry — you may simply not be ready to deal with whatever is behind it yet. Leave the door closed and move on.
  • It is not unheard of for personages encountered in specific rooms to lock you inside. One player recounted an instance in which his partner — in this case, his sister — was required to shake him violently in order to pull him back into reality.

A Word of Advice:

Tread carefully. Your mind is not always your friend.

( I found it on the website of creepypasta)


“I won’t tell you that you shouldn’t be afraid of the Shadowside; chances are you’ve already seen it after all, and merely think it was just a “recurring dream”. I will tell you there is no need to be ignorantly afraid of it, though. There is a difference. Ignorance fuels fear and fear can give that place a lot of juice to run on. You have to be big on preparation if you want to try this.” – FableForge 

The rules are very specific, and the ingredients and setup are equally important in order for the ‘game’ to go off successfully, though not once in the post does FableForge actually tell the reader what exactly will happen if the ritual is successful. That has been tasked to the countless people who have conducted the ritual over the past three years and lived to tell the terrifying tale.

Here’s how to try Three Kings yourself. You’ll need: 

  • A very large empty and quiet room, preferably without windows. If windows exist, you need to be able to cover them and ensure total darkness. Basements usually work well, if they’re roomy enough.
  • A pack of candles (you’ll only use 1, if all goes well), and a lighter.
  • A bucket of water and a mug.
  • A fan.
  • Two large mirrors (like the one on your dresser. Don’t worry, they won’t be harmed. Or if they are, it’d be the least of your concerns).
  • Three chairs.
  • An alarm clock.
  • An active cell phone (don’t forget to charge the goddamn battery!)
  • A loved one willing to follow rules and go along with all this madness.
  • A small toy or dear object from your childhood.

And here’s how you’ll set up the ritual/game space:

  • Start setup at around 11 PM. Place one chair in the center of the room, facing north (this is important). Place the other two chairs exactly to the left and right, facing your throne. The distance between your throne and that of your queen and fool should be about the length of your arm to each side, more or less.
  • Place the two large mirrors on the queen and fool chairs left and right of you, facing you (and each other). Try your best to have them stand at a 90 degree angle (or else you may get more or less than three kings). If you sit on your throne facing straight ahead (north), you should be able to perceive your own reflection in each of the two mirrors without actually having to turn your head nor your eyes to do so. If you see your own reflection in the corner of your eye, just barely there, then you’ve done it right.
  • Place the bucket of water and the mug in front of you, just barely out of reach.
  • Place the fan behind you, turn it on. Don’t set it to maximum power -medium or low is usually enough. Leave it on.
  • Turn off the lights, leave the door open and go to your bedroom.
  • Set the candles by the side of the bed, next to a lighter, your alarm clock and your cellphone (leave it charging).
  • Set your alarm clock for 3:30 AM.
  • Turn off the lights and sleep while holding your power object, get some rest.

What happens once you begin the ritual at 3:30am:

  • Wake up at 3:30 AM with your alarm clock. Turn it off, but don’t turn on the light. You have exactly three minutes to light your candle, grab your cellphone, and make your way to the dark room to sit in your throne. You should be seated by 3:33 AM. Don’t forget your power object! Check for potential red flags: if your cellphone didn’t charge for whatever reason, abort the mission. If the alarm didn’t go off exactly at 3:30 AM, abort the mission. If you find the dark room door closed (remember you left it open) abort the mission. If the fan is turned off (you left it on) abort the mission.
  • (Side note: if you have to abort the mission due to any of the above, leave the house with your loved one. Go to a hotel or something. There’s no need to run; you have time to grab a jacket and your keys and what not, butleave. After 6 AM the coast should be clear.)
  • If all is going as planned, you can proceed and take your throne. DO NOT look directly at either of the two mirrors besides you. DO NOT let the candle go out. The fan is behind you. You must protect the candle with your body, which is standing in between (there’s a reason for this; as you’ll soon see).
  • Look straight ahead, at the darkness. Not at the candle, not at the mirrors, just straight ahead. Eagle-eyed readers surely noticed I didn’t say during setup which chair was queen and which chair was fool. That’s because it’s your job to find out. And from their point of view, you are either their queen or their fool, too. Hence three kings.

Time and time again FableForge warns the player to not look into the mirrors or at the candle, but to keep your eyes forward, and whatever you do, DO NOT let the candle go out. “Did I mention not to let the candle go out? That’s what the fan is for. You’re protecting the candle with your body, but if your body were to be suddenly moved then the fan would turn off the candle. That’s backup number 1. Your loved one is backup number 2: at 4:34 she has to come in the room and call your name. If that won’t work, she has to call your cellphone. If that won’t work, she has the glass of water and the bucket. She can’t touch you though -that’s a newbie mistake. Backup number 3 is your item of power, the toy, or locket or whatever object of strength you brought along for the ride. It’ll show you the way if shit hits the fan.

Multiple back ups. You gotta be like a boy scout if you do these things. If you half-ass it, half-ass it all the way so that it won’t work. Worst you can do is take it seriously enough for it to work and not seriously enough to be prepared for the consequences.” -FableForge

( To be honest, I think this stuff is a little too creepy, but even if you’re into this stuff, PLAY AT YOUR OWN RISK)

3) The Shoebox Telephone

The stakes are perhaps lower for this one than they are for the other games we’ve played so far, so it might be a good one for beginners to try; bear in mind, though, that there’s always danger when you toy around with stuff like this. Don’t assume you’re safe just because there’s no Midnight Man


  • 1 principal.


  • 1 “phone booth.” A closet is a good choice.
  • 1 paper cup
  • 1 shoebox
  • 1 length of thread, two to four feet in length
  • 1 needle
  • A pair of scissors
  • 1 power object. This object should have some connection to the person to whom you wish to speak.
  • 1 sheet of paper
  • 1 ink pen. Do not attempt to substitute a pencil.
  • 1 flat surface on which to write


The Outbound Call:

  1. Begin right before you go to bed. The hour itself is inconsequential; all that matters is that your day is essentially over.
  2. Keep the lights on, but turn off all other electronic devices: Cellphones, televisions, computers, etc.
  3. Wait. You’ll know when the time is right to begin in earnest.
  4. Once you arrive at the “right time,” take up your sheet of paper and your pen and begin writing a letter addressed to the person to whom you wish to speak. Explain to your person why they should call you. Do not cross out anything while writing, and do not correct any mistakes. Don’t overthink what you’re writing; just write.
  5. When you’re done writing, take up your length of thread and tie one end of it to your power object. Using a needle, thread the other end through the bottom of your paper cup. Remove the needle and tie off the thread. This will be your handset and telephone wire.
  6. Pick up the paper cup and read your letter aloud into it. Read it sincerely, mistakes and all.
  7. Place your letter and your power object in the shoebox with the telephone wire thread leading out of it. Close the lid of the box, but don’t seal it; then rest it on the floor of your phone booth. Leave the paper cup standing on top of the shoebox. Set the scissors down next to it.
  8. Wait for the telephone to ring.

The Inbound Call:

  1. The “ring” will come in the form of a dream of the person trying to call you. It might be that night; it might be a night shortly thereafter. You will wake up from the dream, likely in the middle of the night, and know that the telephone is ready to be answered.
  2. Get up from your bed and go to your phone booth. Do not turn on the light. Do not speak.
  3. Do NOT proceed if any of the following occur:
    • You find the shoebox open.
    • You find the paper cup knocked over.

    Should you encounter either or both of these incidents, do not place the headset anywhere near your ear. Keep the shoebox closed and snap the string with your hands. If you are unable to snap it, use the scissors to snip it.

  4. If the shoebox and paper cup are undisturbed, you may proceed. Get in the phone both and close the door.
  5. Sit on the floor, press the paper cup to your ear, cover your other ear with your hand, and listen. Really listen. They’re calling collect, after all. Keep movement to a minimum, try not to make any noise, and do not touch the shoebox. Do not speak, even if you are asked questions or are ordered to say something (you already had your say when you made the outbound call).

Ending the Call:

  1. When the call has finished—or if, at any time, you want to hang up—hold the shoebox lid firmly closed with one hand and pull on the thread with the other until it snaps. If you are unable to snap the string in this manner, use the scissors. Do NOT allow the shoebox to open.
  2. Remove the shoebox to a safe location and leave it there for several months. Again, do NOT allow the shoebox to open.
  3. Do not put the paper cup to your ear again. Burn it instead.

Additional Notes:

If, during steps three and four of the Outbound Call, the feeling of absolute certainty that it is time to begin does not arrive within the space of an hour, do NOT proceed. Instead, go to sleep and try again the next night. If the “right time” does not arrive several nights in a row, either try contacting a different person, or take a break for a few nights. Do NOT write in doubt. To write in doubt will result in dialing a wrong number.

Do not prepare the paper cup handset in step five of the Outbound Call in advance. Write your letter; then make the handset.

If the ring for the Inbound Call does not arrive after a maximum of four nights, it is possible that whomever you attempted to contact has nothing to say to you. You may replay the game to make contact with another person, but do not attempt to play it too often.

Concerning Wrong Numbers:

Dialing a wrong number will either result in connecting you to no one at all, or connecting you to the wrong person.

If connected to the wrong person, any of the following may occur:

  • The wrong person could pretend to be the right person.
  • The wrong person could feed you misinformation, either in the guise of the right person or as themselves.
  • The wrong person could otherwise give you a bad time.

Do NOT, under ANY circumstances, dial a wrong number.

4) The candles

Like a couple of the other games we’ve covered here, this one arose from the NoSleep subreddit. Although it wasn’t submitted by FableForge, it hit reddit shortly after The Three Kings did; oddly, though, its creator, shortyrulz21, has been inactive ever since. There’s undoubtedly a logical explanation for his or her silence… but I can’t help but think it should be taken as sign that this game should only be — as always — played at your own risk.


  • 1 principal.
  • 1 partner.


  • 1 candle for every room in your home.
  • 1 candle for every hallway in your home.
    • NOTE: All candles should be capable of standing up on their own. Pillar candles are a good choice; if you must use tapers, make sure each has a candle holder.
  • Matches or a lighter.
  • A timekeeping device with an alarm. A digital wristwatch is ideal.


The Prelude:

  1. Begin during daylight.
  2. Close all the windows, curtains, and/or blinds in your home.
  3. Turn off any and all electronic devices — if it can make noise or light up, it should be off and, ideally, unplugged. Portable electronics such as phones, tablets, MP3 players etc. should be placed in a box after they have been turned off; the box should then be placed out of sight in a closet or cabinet. The only electronic that should remain turned on and outside the box is your timekeeping device.
  4. Place one unlit candle at the end of each hallway in your home.
  5. Have your partner place one unlit candle on the floor of each room in your home except for your own room. Do NOT let your partner tell you where the candles are. Do NOT ask your partner where the candles are. Once your partner has hidden the candles, he or she should leave your home and not return until 6:00am.
  6. Place one unlit candle inside your room directly in front of the door. Do NOT have your partner place this candle; you as the principal must place it yourself.
  7. Close the doors to all of the rooms in your home.
  8. Set the alarm on your timekeeping device for precisely 11:10pm.
  9. At sunset, enter your room, close the door, and go to sleep. Keep your matches or lighter nearby.

The Main Event:

  1. When your alarm wakes you up, confirm that it is precisely 11:10pm.
    • Note: Do NOT proceed if your alarm did not go off at the correct time. If the alarm did not go off at the correct time AND it is still dark out when you wake up, remain in your bed. Remain facing the ceiling. Do NOT look around your room or under your bed. Do NOT fall asleep. Do not move until 6:00am.
  2. If your alarm rings precisely at 11:10pm, you may proceed. Once it goes off, you have one minute and one minute only to light the candle in front of your door using your matches or lighter. Do NOT look around your room after the candle is lit. Do NOT proceed if you do not light your candle in time.
  3. If you manage to light your candle by 11:11pm, you may proceed. Knock on the door to your room three times. There should be a three-second interval between each knock. Do NOT proceed if you hear any noise from beyond the door after the third knock.
  4. If you do not hear any additional noises, you may proceed. Speak out loud the words, “I am ready to play.” Open your door and place the lit candle from your room outside it. Close the door behind you.
  5. Begin moving through your home, matches or lighter in hand and timekeeping device nearby, obeying the following conditions:
    • Whenever you reach a candle in a hallway, light it.
    • Whenever you reach a door to a room, knock on it three times with a three-second interval between each knock. If you hear any noises from inside the room after knocking, do not open the door; skip the room, but do not forget about it. Come back to it later.

    NOTE: All the doors should be closed when you reach them. If any of them are open, do NOT proceed. If you see a light from under any of them and you have not yet found and lit the candle within, do NOT proceed. Leave your home immediately. Do not return until after 6:00am.

  6. If you do not hear any noises from inside the room after knocking, open the door. You have three minutes to find and light the candle your partner previously hid within it. NOTE: If you do not manage to find and light the candle within three minutes, do NOT proceed. Enter the room, close and lock the door, and lie down facing the ceiling. Do not look around the room. Do not fall asleep. Remain there until 6:00am.
  7. If you do find and light the candle within three minutes, set the lit candle back down, leave the room, and close the door. Do NOT reopen any of these doors after you have successfully found and lit the candles.
  8. After you have found and lit all the candles in your home, making sure to return to any rooms you previously skipped, return to your room. Knock on the door three times with a three-second interval between each knock. If you do not hear any noise from behind it, enter the room, close the door behind you, lie down on your bed, and face the ceiling. Do NOT look under your bed or around your room. Do NOT fall asleep.

The Ending:

  1. At 6:00am, the game is complete. Your house should now be safe.

Additional Notes:

  • Avoid looking into any mirrors until the conclusion of the game. If possible, turn all the mirrors in your home around or cover them up during the Prelude.
  • Once sunset arrives, you should be the only person within your home. It’s also best not to have any pets around, as they may disrupt the game.
  • While moving about your home, look only in front of you. Do not turn to look at any movements you may or may not see in you peripheral vision.
  • Should you hear any voices during the game, do not speak to them.
  • The following are all grounds for a losing condition:
    • Disobeying any of the rules.
    • Performing any actions other than those specified by the rules once the game has begun.
    • Running.

Concerning Losing Conditions:

Do not lose.


, Haunted Games – Play at your own risk!!

Guys, I found this on the internet and it’s a little too creepy for a practical, in my opinion. There’s a website like, THE MOST DANGEROUS GAMES, or probably something like that. Well, if you feel compelled or something, go for it but look out for the safety measures. We don’t know what it is and how dark it can get….

ALSO, if you guys want us to post more stuff like this, comment and let us know, we’ll get back to it if you want!!



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