Previously: Ritual To Experience The Other Side.
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Usually, the games I feature in the October entries for TGIMM’s long-running Most Dangerous Games section are rituals that are meant to be performed on or around Halloween. That’s not the case with the ritual game called Mother Midnight — you can play it any time of the year — but it seemed like a fitting choice to publish it as the first game of TGIMM’s 2020 Halloween season.
Why? Because, as far as I know, it hasn’t been documented anywhere on the internet before — not until now.
We have one of TGIMM’s extremely generous Patreon supporters to thank for this one: After this patron subscribed to the campaign, I received a message from then asking if I’d heard of Mother Midnight before, or if I knew anything about it. They’d grown up playing it in Central Texas with their friends, they wrote; however, now that some years have gone by, they realized that, oddly, they hadn’t been able to find any information on it anywhere — not online; not in books; nothing, anywhere.
[Like what you read? Check out Dangerous Games To Play In The Dark, available from Chronicle Books now!]
When I started looking into it, I came up similarly empty — and with both of our attempts to find something, anything about an urban legend game called Mother Midnight resulting in absolutely nothing? I’ll be honest: That struck me as pretty astonishing. It made me wonder, initially, whether Mother Midnight might be a hyper-specific regional variation of a more well-known game, similar to the way that Black Helen sounded to me like a possible variation on Bloody Mary; after the patron shared with me the details about how the game is actually played, though, I’m less convinced that’s the case. It might, however, be a hyper-specific regional legend all its own — that is, not another take on a similar legend, but a legend unique to the area in which the patron played it.
All of which is to say: This game is a fascinating mystery to me — and, with the patron’s permission, I’m pleased to present to you the ritual game Mother Midnight as a Halloween treat. (Or maybe a Halloween trick. Both seem applicable, somehow.)
Do you have experience with this game? Or with a similar one? Or have you seen something somewhere about it, online or otherwise, that I may missed? Do leave a note in the comments, or get in touch via our Contact form — I would love the find out more about this one. Also, if you’re curious to know a little more about where the patron who told me about this one learned the game, where they played it and when, and some interesting and possibly relevant threads I dug up while I was looking into this one, scroll down to the bottom of this post, after the game itself. (Or just click here.)
And, as always…
…Play at your own risk.
Players:
- One Principal.
- One Assistant.
- Spectators. (Optional.)
Requirements:
- A flashlight.
- An object of significance from the Principal’s childhood — a favorite toy, a security blanket, a beloved stuffed animal, etc.
- A time-keeping device.
- A doorway — a threshold — with a door that may be easily opened and closed, in a space where you are unlikely to be disturbed. Make sure there are at least 12 paces’ worth of space on one side of the door.
Instructions:
The Preparations:
- Several days before you intend to play, consult the weather report for your area. Choose a night on which the forecast appears calm: There should be minimal wind, no precipitation, and no extreme weather events of any kind.
- Wait until that night arrives. Observe the weather.
- If the weather is not as predicted: That is, if there is rain, snow, wind, etc. — DO NOT PROCEED. Wait for a calm night and try again.
- If the weather is calm: You may proceed. Gather together all players and supplies, and meet before your chosen doorway. Make sure you have all come together at least 15 minutes prior to midnight.
- Consult your time-keeping device. Make sure it is not yet midnight.
- Travel throughout the building or playing space in which your doorway is located and turn off any and all lights.
- Check the time. Confirm again that it is not yet midnight.
- Position the Principal in front of the doorway, facing the door. They should hold the childhood object in their hand.
- Position the Assistant behind the Principal, facing the Principal’s back. They should hold the flashlight in their hand.
- Position any Spectators, if present, at least several feet behind the Principal. Their hands should be empty, and their mouths should be silent.
- Check the time. Is it midnight yet? No? Good. If midnight has come and gone during the previous preparations, do not proceed; you have missed your window. If it is still a few minutes before midnight, however — carry on.
The Questioning:
- Principal: Open the door, if it is not already open. Step into the doorway so that you are standing directly on the threshold — neither in the space behind the door, nor in the space in front of it. Then, take 12 measured paces outwards, carrying your childhood object with you as you go.
- After you have completed the 12 steps, place the childhood object on the ground.
- Turn around and walk back to the threshold. Enter through it, and close the door behind you. Stand back to back with the door, and face to face with the Assistant.
- Remain silent, all of you.
- Check the time.
- Assistant: At midnight precisely, reach carefully around the Principal and open the door for them. Keep hold of your flashlight; you’ll need it shortly.
- Principal: Stay where you are. Do NOT turn around. Then, speak aloud the following words:
- “Mother Midnight, take this key.
- Mother Midnight, you are free.
- Mother Midnight let me see.”
- Assistant: Turn on the flashlight and direct its beam toward the spot where the childhood object has been placed.
- If the object is alone: The ritual has failed; do not proceed. Close the door and turn on the lights. Do not look out any windows, and remain where you are until the sun has risen. After the sun rises the next morning, you may retrieve the childhood object. You may try again another time — although you may wish to use a different object, should you choose to do so. Additionally, if the Principal experiences anything… unusual regarding the object in the future, it should be disposed of immediately.
- If the object has vanished: The ritual has failed; do not proceed. Close the door and turn on the lights. Do not look out any windows, and remain where you are until the sun has risen. You may try again another time — but proceed carefully if you do.
- If the object is… accompanied: Observe carefully the figure accompanying the object.
- If She is looking at the doorway, Principal, Assistant, or Spectators: DO NOT PROCEED. Close the door immediately and turn on the lights. Remain where you are, do NOT look out any windows, and do NOT open the door until the sun has risen.
- If She is focused on the object: You may proceed — carefully. Do not make any extraneous noise, and do not do anything to draw her attention unnecessarily.
- Assistant: Keep the flashlight trained on Her. Watch Her, carefully.
- Principal: Ask the first question, aloud. The question is: “Mother Midnight, when were you born?”
- Wait. Listen. Do not interrupt. Do not turn around.
- Assistant: Keep the flashlight trained on Her. Watch Her, carefully.
- Principal: When She has finished Her response to the first question, ask the second question, aloud. The question is: “Mother Midnight, when did you die?”
- Wait. Listen. Do not interrupt. Do not turn around.
- Assistant: Keep the flashlight trained on Her. Watch Her, carefully.
- Principal: When She has finished Her response to the second question, ask the third question, aloud. The question is: “Mother Midnight, when was I born?”
- Wait. Listen. Do not interrupt. Do not turn around.
- Assistant: Keep the flashlight trained on Her. Watch Her, carefully.
- Principal: When She has finished Her response to the third question, ask the final question, aloud. The question is: “Mother Midnight, when will I die?”
- Wait. Listen. Do not interrupt. Do not turn around.
- Assistant: Keep the flashlight trained on Her. Watch Her, carefully.
The Farewell:
- Principal: When She has finished her response to the final question, thank her for her time and her knowledge. Then, speak aloud the following words:
- “Mother Midnight, I am grown!
- Mother Midnight, leave this home!”
- Assistant: Carefully reach behind the Principal and close the door.
- Principal: It is now safe for you to move away from the door and/or turnaround.
- All players: Travel together through the playing space and turn on all the lights.
- Remain where you are until the sun has risen. Do not look out any windows, and do not open the door again until morning.
- The next day, retrieve the childhood object from where you left it.
- DO NOT bring it back into your home.
- Destroy it immediately.
- Yes, really.
- Information this valuable always has a price.
Additional Notes:
Spectators are permissible, but not required. It is recommended that you have no more than three or four Spectators present, in addition to the Principal and Assistant.
It is not necessary to clear the playing space of other people or pets before beginning; however, it is recommended that you have some means of ensuring that you will not be disturbed, and that no one will turn on any lights in the space for the duration of the game.
For best results, use the front door of a single-family house or other building as your doorway/threshold. In this case, the players should be positioned inside, while the childhood object, when placed after the Principal completes their 12 steps, should be positioned outside. It does not have to be completely dark immediately outside the door, but if lit, it should be dimly so. For example, ambient light from a streetlamp some ways away is permissible; however, light from a lamp or bulb immediately above, next to, or near the door is not.
Note, though, that a door that is not the front door of a single-family house or building may be used, as well — for example, a door within a building that separates not the inside from the outside, but a room from a hallway, two rooms from each other, etc. There must, however, still be enough space on one side of the doorway for the Principal to take 12 steps in a straight line away from it. Should you use an interior door, ensure that all lights in the playing space on the side of the door on which you plan to place the childhood object have been turned off before you begin.
Do NOT position the players in an outdoor environment.
Do NOT cross the threshold after the childhood object has been positioned and the Principal has returned to the door during the first steps of The Questioning.
You may find it useful to use not just a time-keeping device, but a time-keeping device equipped with an alarm. If you choose to use such a device, set the alarm for midnight when you begin your preparations. Turn it off as soon as it sounds, then continue with The Questioning, Step 6 as written. (“Assistant: At midnight precisely, reach carefully around the Principal and open the door for them. Keep hold of your flashlight; you’ll need it shortly.”)
Concerning The Questioning:
You may, at some point during The Questioning, hear the soft sound of a woman crying. This is nothing to be concerned about; it simply indicates that She is nearby.
During The Questioning, do not say anything to Her other than the four questions.
Do not ask the questions in a different order.
Do not omit any of the questions.
Do not ask any additional questions.
Ask her only these four questions, in this precise order, waiting patiently for her response between each one.
If you hear Her crying after completing The Farewell — well… just… be careful.
Concerning Red Flags:
If, at any point during the game, She:
- Looks up or away from the childhood object;
- Turns her gaze to the door, to the players, or both;
- Speaks in any way beyond responding to the Principal’s questions;
- Begins to move;
- Or behaves in any manner not described above:
These actions should be considered RED FLAGS, and the game should be concluded IMMEDIATELY.
To do so, have the Assistant close the door behind the Principal, have all players turn on all the lights within the playing space, and remain where you are until the sun has risen. Do not look out any windows, and do not open the door. When daylight has arrived, retrieve the childhood object, destroy it, and dispose of its remains as far away from both your playing space and your home as possible.
Do NOT bring the object back inside the playing space.
Do NOT bring it to your home.
You wouldn’t want Her to come looking for it, would you?
***
Life, Death, And Mother Midnight:
According to the TGIMM patron from whom the Mother Midnight game was collected, they played it circa 2003/2004 in Austin, Texas — although Austin isn’t necessarily the game’s point of origin. The patron wrote that they had learned it from an older student at their school who was originally from Texarkana. In the grand tradition of many urban legends, this older student had apparently also learned it from someone older than him, as well — his older siblings.
The Texarkana connection is interesting to me. Texarkana is, of course, the Town That Dreaded Sundown — that is, the location where the Texarkana Moonlight Murders occurred in 1946. It’s thought that the Moonlight Murders may have given rise to, or at least contributed to the proliferation of, the well-known urban legend “The Hook”; I’d be curious to know whether other legends may have grown out of the case, as well — and if so, whether Mother Midnight might be one such legend.
Of course, we don’t know for certain whether Mother Midnight originated in Texarkana, either; but, like I said: It’s interesting.
When it comes to the Mother Midnight figure herself, again, what I found was intriguing, although tenuous. “Mother Midnight,” it turns out, is a slang term in thieves’ cant — the slang of the criminal underworld in Great Britain between the 16th and 17th centuries (although it also continued to appear in literature through the 18th century) — that was used to refer to a midwife, a brothel owner, or both. The Daniel Defoe novel Moll Flanders, which was first published in 1722, has a character in it who plays that role; she’s most commonly identified in the text as simply “the Governess,” but is also sometimes referred to as “Mother Midnight.” There’s been a lot of academic writing published on the Governess, but one in particular that I found during the research process stood out to me: This piece starts by drawing a connection between midwives and the Greek Fates. (That was new to me; I’m familiar with some of the mythology surrounding the Fates, but I was unaware that they’re sometimes depicted as midwives.)
I bring all of this up because, somehow, it seems thematically relevant to the Mother Midnight in this particular ritual game: Midwives bring us into the world; the Fates take us out of it; and the gameplay for the Mother Midnight game involves asking the Mother Midnight figure about the dates of your own birth and death. Again, the link here is tenuous, but I can’t help feel like maybe there’s… something there.
One thing’s for sure:
You don’t play Mother Midnight unless you’re okay with knowing exactly how much time you have left on this planet.
***
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[Photo via scholty1970/Pixabay]