Podcast Summary
Red Book Game: The Red Book Game is a Mexican ritual where players seek answers from the dead using a red book, a red candle, and a quiet room. Players must be accepted by the book before asking a question, and the game continues until everyone receives a positive answer or runs out of questions.
The Red Book game is a cursed game originating from Mexico, where players seek answers from the dead by asking questions while using a hardcover red book with only words, a red candle, and a quiet room. The game requires at least two people, and everyone must be accepted into the game by the book before asking their question. Players take turns placing their hand on the book with closed eyes, opening to a random page, and reading the sentence where their finger lands. If the answer is negative or nonsensical, the player is not accepted and must pass the book to the next person. The game continues until everyone has received a positive answer or until they run out of questions. The game can be time-consuming, and leaving it before receiving a positive answer may result in negative consequences.
Ouija boards, supernatural experiences: Ouija boards and similar practices can lead to uncanny, frightening experiences and blur the line between playful curiosity and genuine contact with the supernatural, potentially causing emotional distress.
The use of Ouija boards and similar practices, such as automatic writing, can create a sense of connection to the unknown and can lead to experiences that feel uncanny or even frightening. In the shared story, a group of friends played with a Red Book during a sleepover, and while some found the experience exciting and coincidental, others became deeply disturbed by the answers they received. The line between playful curiosity and genuine contact with the supernatural was blurred, leading to fear and emotional distress for some participants. It's important to remember that these practices can have profound effects on people, and it's essential to approach them with caution and respect for the unknown. The story serves as a reminder of the power of the human imagination and the potential consequences of dabbling in the unknown.
Red Book game trauma: The Red Book game left a deeply unsettling and traumatic impact on those involved, with violent and inexplicable behavior and a lasting sense of unease and uncertainty.
The experience with the Red Book game was a deeply unsettling and traumatic event for those involved. Despite initial suspicions that it was just a prank gone wrong, the violent and inexplicable behavior exhibited by their friend Alan left a lasting impact on everyone present. The group agreed to keep the incident a secret, but the events of that night continued to haunt them, preventing them from playing the game or speaking about it openly. Some believe that the book may have been the cause of the strange occurrences, while others attribute it to their friend group's extreme behaviors. Regardless of the explanation, the experience served as a reminder of the power of fear and the unknown, leaving a lingering sense of unease and uncertainty.
Charlotte's Web Ritual: The Charlotte's Web ritual involves reading the book, setting up a mirror, toy, and flashlights, conversing with a supposed entity named Charlotte, and asking questions while focusing on the mirror reflection. Breaking the rules may result in a negative attachment.
The Charlotte Web ritual is a game where participants read the Charlotte's Web book, create a specific setup in a room with a mirror, toy, and flashlights, and engage in a conversation with a supposed entity of a seven-year-old girl named Charlotte, who died in the woods centuries ago. The goal is to ask her questions, focusing on the mirror reflection without turning around. The ritual is said to bring answers from Charlotte, but it comes with a risk of a negative attachment if the rules are broken, such as turning around or playing the game multiple times. The origins of the game may not be entirely true, and it's unclear if Charlotte is an actual seven-year-old girl or just an entity. The game is believed to be a way to get rid of unwanted things by playing it repeatedly and giving away the required toys. The consequence of breaking the rules is a potential negative attachment.
11 Mile Ritual: The 11 Mile Ritual is a silent, nighttime drive through the woods with specific intentions, filled with challenges and experiences, aiming to reach the end for a reward.
The 11 Mile Ritual is a unique and intriguing game that involves a nighttime drive through the woods with a specific intention or wish. The journey is filled with various challenges and experiences, each mile presenting different conditions that must be endured without interference. The rules include staying silent, ignoring human-like shadows and voices, and not opening the windows or using a cell phone. The ultimate goal is to reach the end of the 11-mile road and receive a reward, which may be a material object or a personal desire fulfilled in life. The game requires preparation, patience, and the ability to face the unknown, making it a thought-provoking and potentially transformative experience.
11 mile road challenge: The 11 mile road challenge is a perceived ritual or sacrifice with uncertain outcomes and potential supernatural experiences, leaving participants feeling shaken and unsure.
The 11 mile road challenge, as described in the Reddit story, is perceived as a ritual or a sacrifice, rather than a simple game. The experience involves fear, unexplained occurrences, and a sense of being watched. The participant's wish is a significant motivation, but the outcome is uncertain and may come with unexpected consequences. The road itself is described as desolate and curvy, adding to the sense of isolation and danger. The encounter leaves the participant feeling shaken and unsure of what truly happened. Overall, the story conveys a sense of the unknown and the supernatural.
Curse games and rituals: Curse games and rituals, while some may question their effectiveness, offer an entertaining and thought-provoking experience, and the fun lies in the uncertainty and potential for a supernatural encounter.
While the belief in the effectiveness of curse games and rituals varies, the experience of playing them can be entertaining and thought-provoking. The discussion revolved around three different curse games or stories: the Red Book, the 11-mile ritual, and Charlotte's Web. The group acknowledged that some elements of these games may be based on chance or interpretation, but the fun lies in the uncertainty and the potential for a supernatural encounter. The Red Book game, which involves placing your hand on the book and letting it guide your fingers, was seen as less believable but more entertaining than the 11-mile ritual, where one travels a specific distance and makes a wish. The third story, Charlotte's Web, was considered the most ritualistic as it involves a specific sequence of actions and words. Despite the skepticism towards the supernatural aspects of these games, the group agreed that they would be open to trying them for the experience. Ultimately, the discussion highlighted the role of perception, interpretation, and belief in shaping our experiences with these games.
Horror games immersion: Participants discussed the appeal of horror games despite skepticism towards their believability, emphasizing the immersive and ritualistic nature of the experience, including setting, peripheral vision, and co-op gameplay.
The discussion revolved around the ritualistic and immersive nature of certain horror games, with particular emphasis on the third game in the series which involves a mirror and the presence of others. The participants expressed skepticism towards the believability of the games' premises, but also acknowledged the appeal of the fear and suspense they evoke. The conversation touched upon various elements such as the importance of setting, the role of peripheral vision, and the impact of co-op gameplay. Despite their reservations, some expressed a desire to experience these games due to their intrigue and potential for intense fear. Overall, the conversation highlighted the unique appeal of horror games that immerse players in a ritualistic and immersive experience, even if the premises seem unbelievable.
Curse Games: The Curse Games in the podcast offer a fun yet creepy experience with significant impact based on book selections, immersive setting, and potential jump scares.
The Curse Games, specifically mentioned in episodes one to four, can be both fun and creepy. The games involve making choices based on books, and the book selected can significantly impact the experience. The setting and atmosphere can be scary, with potential jump scares and unexpected events. Despite some elements being less terrifying than others, the games create an immersive experience that leaves players feeling uneasy. Listeners are encouraged to check out these episodes and engage with the podcast on social media for bonus content and interaction.