Previously: Bathroom To Another World.
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If you, like myself, recall playing an odd sort of game that simulated your body being filled with sand when you were a child — the end result being that, temporarily, you couldn’t move — I have news for you: This game can be classified as a Most Dangerous Game. Frequently, the ritual game is called Sandman — and, like Concentrate, it’s one of several weird and morbid games that have been circulating playgrounds and sleepovers for generations.
I haven’t been able to dig up much about where this particular game comes from, but to put it into perspective, I was playing it in the early 1990s; it seemed old then, too, so although I can state from personal experience that it’s been around for at least 30 years, it’s probably even older than that. (Reminder that Bloody Mary was well-established by the 1970s, and that Light As A Feather, Stiff As A Board dates back at least to the 17th century. Some of the most well-trod ritual games have been around for ages!).
[Like what you read? Check out Dangerous Games To Play In The Dark, available from Chronicle Books now!]
The Sandman moniker is a little curious to me; I don’t actually think we called it that in my neck of the woods, but it’s the name I see most frequently associated with the game on the internet these days. It’s clearly a reference to the point of the game — to trick your body into thinking it’s full of sand — but the Sandman is a specific figure that isn’t actually at play here. In European folklore, he runs around, throwing sand in children’s eyes which puts them to sleep and induces dreams; however, he’s not always a benevolent being: In E.T.A. Hoffman’s 1816 short story “The Sandman,” he’s a monster who steals eyes (and also more of a psychological bogeyman than anything else). The Sandman ritual game doesn’t have anything to do with either interpretation of the figure, or with the version in the Sandman comics — or even much to do with sleep or dreams — but, well, sometimes names just stick.
Most of the mentions of this game on the internet these days describe only the most basic of procedures: One player tells a story — the more gruesome, the better — to a player who’s lying down, running their fingers lightly up and down the prone player’s arms and legs as they do so. Upon rising, a psychological trick makes the prone player feel as if they can’t move.
But the version I played was a little different. The basic format was similar, yes — but you had to do a lot more than just tickle the prone player’s limbs. You were meant to perform all the actions associated with filling someone with sand — to mimic slicing open the arms and legs, to pack the limbs with sand, to sew them back up again.
I’ve chosen to refer to the prone player as the Sleeper here, as the game bears a few things in common with another sleepover game which uses similar terminology — Purple Hearts.
However, you… probably shouldn’t fall asleep while playing this game.
And although this one is relatively benign, as far as ritual games go…
…Play at your own risk.
Players:
- One Storyteller.
- One Sleeper.
- Bystanders (optional).
Requirements:
- A dark, quiet room.
- A pillow (optional).
- Candles, flameless or standard (optional).
- Matches or a lighter (optional).
Instructions:
Making The Preparations:
- Begin at any time.
- Assemble all participants and supplies (if using) inside the dark, quiet room. Ensure you will not be disturbed, and close the door behind you.
- Close the curtains or otherwise block the windows, if any.
- Clear a space on the floor large enough for one person to lie down upon, fully prone.
- Dim the lights, if any. If using candles, set them up around the perimeter of the room, ensuring that they are clear of any flammable objects or materials. If the candles are flameless, turn them on. If the candles requiring lighting, use the matches or lighter to set them aflame.
- If using the pillow, place it on the floor.
- If you are the Sleeper, lie down on your back, head positioned on the pillow. Get comfortable, but do not cross your arms, legs, ankles, etc.; all your limbs should be flat on the floor, arms at your sides and legs and ankles out straight. Relax. Take a few deep breaths.
- If you are the Storyteller, position yourself near the Sleeper — close enough to touch them. You may remain standing, although you may find it useful to sit or kneel on the floor.
- If Bystanders are present, position them somewhere in the room where they are out of the way, but still able to observe the proceedings. You may sit in a circle around the Sleeper and Storyteller, as long as there is enough space within the circle for the Storyteller to move freely around the Sleeper; you may stand at the edges of the room, being careful not to knock over any candles; etc. Do not speak; remain silent, and once settled, do not move.
- Sleeper: Close your eyes.
- Storyteller: Begin your tale.
Telling The Story:
- Storyteller: Begin telling the Sleeper a story. The setup and details of the story are up to you; however, the main event of the story MUST involve the Sleeper being sliced open, filled with sand, and closed back up again.
- Sleeper: Keep your eyes closed. Breath. Listen.
- Bystanders: Remain silent. Do not move.
- Storyteller: As you begin to narrate the Sleeper being sliced open, run a finger along each of the Sleeper’s limbs — their legs and arms — and, lastly, their forehead. Your finger is the knife. The action is the slice.
- Sleeper: Do not flinch. Keep your eyes closed. Breath. Listen.
- Bystanders: Remain silent. Do not move.
- Storyteller: As you narrate the Sleeper being packed full of sand, press your hands firmly upon each of the Sleeper’s limbs, up and down their entire lengths, and, lastly, their forehead — where you previously made your “cuts.” The pressure is the sand. The action is the packing.
- Sleeper: Do not flinch. Keep your eyes closed. Breath. Listen.
- Bystanders: Remain silent. Do not move.
- Storyteller: As you narrate the Sleeper being sewn back up, pinch your fingers gently upon each of the Sleeper’s limbs, up and down their entire lengths, and, lastly, their forehead — where the “cuts” currently remain. The pinch is the needle and thread. The action is the sewing.
- Sleeper: Do not flinch. Keep your eyes closed. Breath. Listen.
- Bystanders: Remain silent. Do not move.
Attempting To Rise:
- Storyteller: Conclude your story. Instruct the Sleeper to open their eyes.
- Sleeper: Open your eyes.
- Bystanders: Remain silent. Do not move.
- Storyteller: Instruct the Sleeper to stand up.
- Sleeper: Stand up.
- Or… try to stand up.
- Do you feel… heavy? As if you can’t move? As if, perhaps, your limbs and head are full of sand?
- Don’t worry.
- The sensation will pass.
- …Probably.
Additional Notes:
This game is adaptable and flexible. The only definitive requirements are a Storyteller, a Sleeper, and a dark, quiet place to play; everything else is just icing on the proverbial cake.
You need not play at a particular time, although you may find darkness to be useful.
This game may be played as many times as you like. However, it is not recommended that you play as the Sleeper twice within a 24-hour period.
Regarding Opponents:
This game should not be confused with a different game with a similar name. This other game, which is more akin to the Midnight Game, the Candles Game, and other games of that ilk, features an opponent not present in the game that concerns us here.
However, just because there is not an opponent here… does not mean there is no danger.
Your own mind can sometimes be even more dangerous than any monster.
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[Photo via EKATERINA BOLOVTSOVA/Pexels, remixed by Lucia Peters]