Previously: The Blood Moon Ritual.
Note: Please don’t copy/paste, republish, or narrate this post on other websites, video platforms, etc. without permission.
So: You want to know how to play Red Door, Yellow Door, do you? You’re interested in exploring the depths of your own mind — even if doing so might be hazardous to your health? Okay, then. Here you go. Just… don’t say I didn’t warn you.
I’ll be honest: I resisted putting together a separate piece about the Red Door, Yellow Door game for a long, long time, largely because it’s been very clear to me for many years that it, and Black Door, White Door, and the Game of Seven Doors, and Doors Of The Mind are all, in essence, the same game. The details vary slightly, mainly with regards to the complexity of the words spoken to begin the game — but beyond that, these ritual games are all so similar that there’s no doubt that they’re simply regional or generational versions of one, single game. Since I covered Doors Of The Mind way back in 2014, it therefore felt redundant to me to cover the other variations in separate pieces of their own.
[Like what you read? Check out Dangerous Games To Play In The Dark, available from Chronicle Books now!]
And yet, although Doors To The Mind was the most prevalent version of this exploratory, meditative game back then, the tide has turned; these days, it’s Red Door, Yellow Door that’s the Big One, with it having gained and then regained its popularity via TikTok in 2020 and again in 2022. In some ways, this is unsurprising to me: Sources for some of the other versions describe the posters having played them decades ago — Black Door, White Door in the mid-1990s; Seven Doors circa 1996, for instance — before Doors Of The Mind took the top slot in the early 2010s; and, since it’s been close to 10 years since then, it stands to reason that another switch-around is due to occur. (Of course, it’s worth noting that some of those sources are r/NoSleep, so there’s always the possibility that the details that differ between each version are fiction — so do with that what you will.)
In any event: Here we are.
For what it’s worth, the oldest online source I’ve been able to find for Red Door, Yellow Door is a post on the Unsolved Mysteries forum dated May 7, 2002. It’s a reply to a thread originally posted about a year and a half earlier — in December of 2000 — looking for information about Black Door, White Door. Most of the details that characterize this particular version of the game can be found here, from the chant to some actions you perform with your arms while you’re beginning to play. From this, we learn a little more about the history of the Red Door, Yellow Door version of the game — mainly that it’s been circulating for at least two decades, possibly longer.
And it’s circulating offline again, too, being passed around the playground the same way Bloody Mary was when I was young myself. That’s also interesting to me.
For anyone who’s looking for a written set of rules for Red Door, Yellow Door, here’s how to play it. But as always… play at your own risk.
Players:
- One Traveler.
- One Guide. (Optional, but strongly recommended. See: Playing Alone.)
Requirements:
- A dark, quiet room.
- A pillow. (Optional.)
- A timer or alarm. (Optional.)
- A voice or video recorder. (Optional.)
- A cup of water. (Optional, but recommended. See: Force-Stopping The Game.)
Instructions:
The Prelude:
- Begin at any time — whenever it feels right.
- At that time, gather together all participants and supplies and enter the quiet room in which you have chosen to play. Draw the curtains, dim the lights, and close the door.
- If necessary, clear a space on the floor large enough for the Traveler to lie down within it, fully and comfortably.
- If using the timer or alarm, set it for however long you wish the game to go. No longer than one hour is recommended, although the choice is highly subjective and may be dependent on how safe each individual player believes themself to be.
- If using the voice or video recorder, set it up wherever you deem best and begin recording.
- Guide: Sit down cross-legged on the floor in the previously-cleared space. If using the pillow, place it on top of your lap.
- Traveler: Lie down on the floor, face up, head positioned in the Guide’s lap. Close your eyes.
- Both of you: Get comfortable. You’re going to be here for… quite some time.
- Traveler: Remaining on the floor, raise your arms in the air, perpendicular to your body and pointing straight up. Hold them there; don’t let them fall — not yet. Keep your eyes closed.
- Guide: Place your fingertips on the Traveler’s temples and begin to move them in a gentle circular motion.
- Traveler: Keep your arms up. Keep your eyes closed.
- Guide: Still gently rubbing the Traveler’s temples, begin chanting the following words: “Red door, yellow door, any other color door.”
- Traveler: Listen to the Guide. Focus on the Guide. Keep your arms up. Keep your eyes closed.
- Guide: Continue: “Red door, yellow door, any other color door.”
- Traveler: Keep listening. Keep focusing. Keep your arms up — or try to, at least. Keep your eyes closed.
- Guide: Continue: “Red door, yellow door, any other color door. Red door, yellow door, any other color door. Red door, yellow door, any other color door.”
- Pay attention to the Traveler’s arms. If they begin to lower — as they begin to lower (they will begin to lower, if you are successful thus far) — keep chanting: “Red door, yellow door, any other color door.”
- If — when — the Traveler’s arms have lowered completely to the ground, you will know: It is time.
- You may proceed.
The Exploration:
- Guide: Your role is now to ask questions — to keep track of the Traveler during their exploration, to know where they are, to follow them as they journey, and most importantly, to help them come back when they are ready. You may do so using whatever language you like, but start here: Start by asking them, “What do you see?”
- Traveler: At this point, you may or may not be aware of what you are hearing or saying. Regardless, you will, on some level, register what the Guide is saying to you. Reply. Respond to whatever they ask, beginning with this: Describe what you see — because although your eyes should remain closed, you will find yourself somewhere… else. Describe what you see with your mind’s eye. Describe the environment you are in. Describe it in as much detail as you can.
- It is likely that there will be doors. Describe the doors. Describe the hallway or room in which the doors are located. Describe the walls in which they are set. Describe everything.
- Guide: Listen. Listen to what the Traveler says. When they have finished speaking, continue asking questions. Ask them how they feel about the doors — any of them. Ask them if they want to go through one. Ask them to choose a door, and instruct them to open and go through it.
- NOTE: If the Traveler sees or describes NO doors, DO NOT PROCEED. See: Force-Stopping The Game.
- Traveler: You may now explore… wherever it is that you are. Listen to the Guide, and listen to your heart. Open any door you like, but do not enter through any doors about which you feel uneasy. Pay attention to what you see, and hear, and smell, and sense, and feel. Describe all of it to the Guide. Answer any questions they ask, but also elaborate as much as possible. Do not withhold anything.
- Guide: If the Traveler describes any of the following, do NOT allow them to continue moving towards them:
- Stairs that lead downward.
- The sound of ticking clocks, or a door that opens into a room full of clocks.
- The sound of rushing water, or a door behind which rushing water may be detected.
- People. Any people at all, but especially:
- An elderly woman, possibly in Victorian dress.
- If the Traveler describes seeing the elderly woman inside a room: Instruct the Traveler to leave the room immediately and close the door behind them.
- A man in a suit.
- If the Traveler describes seeing the man in the suit anywhere: End the game and wake the Traveler immediately. (See: The Return.)
- Traveler: If you see any of the following, do NOT continue moving towards them:
- Stairs that lead downward.
- The sound of ticking clocks, or a door that opens into a room full of clocks.
- The sound of rushing water, or a door behind which rushing water may be detected.
- People. Any people at all, but especially:
- An elderly woman, possibly in Victorian dress.
- If you see the elderly woman inside a room: Leave the room immediately. Close the door behind you.
- A man in a suit.
- If you see the man in the suit anywhere: Inform the Guide and indicate to them that you wish to end the game immediately. (See: The Return.)
- The Traveler may continue their exploration for as long as they wish, or until the alarm goes off. The Guide should be prepared to end the game, should they observe any of the following from the Traveler: An indication the Traveler wishes to wake; the appearance of the man in the suit, or the sense that the Traveler is in danger; and/or the alarm going off.
- When it is time, proceed to The Return.
The Return:
- Guide: You are now responsible for bringing the Traveler back. You may do so however you like, although the recommended strategy is to guide the Traveler back to the first location they described upon beginning the Exploration, then counting down from five and instructing the Traveler to open their eyes after the count reaches one.
- Traveler: Do as the Guide instructs you. It is highly recommended that you close any doors you opened during your exploration before returning — but if things have taken a turn and you must choose between closing all the doors and getting out, get out.
- Once the Traveler’s eyes have opened, and it is clear that they are seeing the waking world again, the game has concluded. Sit up, turn on the lights, and open the door. If you have chosen to use the recorder, press the STOP button. Traveler, you may watch or listen to your recorded session at a later date, if you wish.
- Traveler: What have you learned about yourself? What have you found hidden inside your own mind? Everything you have seen will tell you something new — or, perhaps, something you always knew, but hadn’t dared to look at head on before. I hope your journey was fruitful.
- Guide: Congratulations on leading your Traveler out successfully. Is it your turn next? Perhaps — but perhaps not. That’s for you to decide. Listen to your heart. If it says, “Try it, it might be useful,” then… try it. It might be useful. But if it says, “Stay away, it’s not safe”…
- …Stay away. It’s not safe.
- It bears repeating: Your mind is not necessarily your friend.
Notes On The Exploration:
What each Traveler sees is highly personal and will depend greatly on the individual playing — from the start of the Exploration all the way to the end and the waking.
For some, the first thing they might see is a pair of doors — one red, one yellow. For these players, the Exploration portion of the game begins when they choose one of these two doors to open and enter through.
For others, the first thing they might see is a hallway full of many doors. For these players, the Exploration portion of the game begins when they begin moving down the hallway, either choosing to open the doors as they go, or choosing to keep them closed.
Whatever the Traveler describes, however, there should be at least one door. If there is not, DO NOT PROCEED. See: Force-Stopping The Game.
Other things the Traveler may encounter during their Exploration include, but are not limited to:
- Doors. Pay attention to the details about each door: What color is it? What kind of door is it? What is it made of? Is it simple? Ornate? Does it require a key to unlock? (And if so, is there a key in your pocket?) Or does it simply… open? How do you feel about each door? Do not force your way through a stuck, blocked, or locked door to which you do not have the key.
- Rooms. Pay attention to the details about each room: What color are the walls? The floor? The ceiling? Are there windows? What is inside? How do you feel about each room?
- Hallways. Pay attention to the details: Are they well-lit, or dark? What are the floors made of? The walls? Are there any decorations? How do you feel about the hallways?
- Stairways. Stairs that go up may be taken; stairs that go down should be avoided, unless returning to your starting point to wake up. (See: The Return.)
- Elevators. Elevators that go up may be taken; elevators that go down should be avoided, unless returning to your starting point to wake up. (See: The Return.) Alternatively, the appearance of an elevator may signify the end of the game: Should a Traveler see an elevator, the Guide may instruct them to step inside, ride it up, and open their eyes at the end of the ride.
- Traps. Should you encounter a trap, inform the Guide IMMEDIATELY. Guide, should the Traveler become trapped an unable to move either forwards or backwards, see: Force-Stopping The Game.
Traveler: Describe everything for your Guide, and do as best you can to remember everything you see. This is where the meaning of your journey lies.
Force-Stopping The Game:
Guide: If the game must be force-stopped for any reason, take the cup of water and throw it in the Traveler’s face. If the water does not wake them, do whatever you can to bring them back.
You MUST bring them back.
If you are unable to… apologize to the Traveler, even as they lie dreaming.
There may be nothing else you can do for them besides keep them comfortable from here on out.
Playing With More Than Two Players:
Bystanders may be present for the game. Their role may be completely passive or partially active, depending on what the Traveler decides upon: Bystanders may be instructed to remain completely silent, watching only and never interfering; or, they may participate in the “Red door, yellow door, any other color door” chant in the Prelude led by the Guide, and/or maintain control of the timer or alarm or other auxiliary supplies.
Sources are divided on whether it is safe for bystanders to participate or not — but if it is unsafe, it is unsafe primarily for the Traveler. It should, therefore, be the Traveler’s call when it comes to the question of whether to include bystanders, and if so, how active they should be.
Playing Alone:
Although many sources expressly do NOT recommend playing the game alone, some suggest that it CAN be done — as long as Lone Travelers are willing to accept the risks inherent in playing without a Guide.
To play alone, it is recommended that Lone Travelers utilize the timer or alarm, setting it for no longer than an hour. It is also recommended that Lone Travelers add a power or protection item — a physical item of personal significance to them — to the list of supplies and keep it held within their hand throughout the course of the game.
Lone Travelers may either pre-record the “Red door, yellow door, any other color door” chant and play the recording as they work their way from the Prelude to the Exploration, or they may simply choose to repeat the chant silently to themselves within their own minds.
When Lone Travelers wish to return, they will be responsible for guiding themselves out and back into the waking world on their own.
Note that, should Lone Travelers become trapped during the Exploration, there will be no external help available to get them out or wake them up — that is, without a Guide, force-stopping the game is not possible.
A Final Note For Travelers:
Travelers: Do not do anything that might cause you to expire while you are exploring.
According to some reports, expiring during the exploration will also cause you to expire in the waking world.
And not even a force-stop can help with that.
***
Follow The Ghost In My Machine on Twitter @GhostMachine13 and on Facebook @TheGhostInMyMachine. And for more games, don’t forget to check out Dangerous Games To Play In The Dark, available now from Chronicle Books!
[Photos via wagrati_photo (remixed by Lucia Peters), Herm, qimono (1, 2), Tama66/Pixabay]