Daruma-San, or The Bath Game.
Players:1 principal.
Requirements:
1 bathroom with a bathtub.
NOTE: A shower may NOT be substituted. You MUST use a bathtub.
The Prelude:
1. Begin at night, just before you got to bed.
2. Shed your clothing and enter the bathroom. Fill the bathtub with water and turn out the lights.
3. Climb into the tub and sit down facing the faucet and taps. Close your eyes and begin washing your hair.
4. As you wash your hair, repeat the words “Daruma-san fell down. Daruma-san fell down.” Do not stop repeating them until you have finished washing your hair. Do not open your eyes.
5. If you have performed this action correctly, you will gain a mental image of a Japanese woman standing in a bathtub. She will slip and fall, landing face first on a rusty tap and gouging her right eye out.
6. Should you hear any noise behind you or feel movement in the tub, do NOT turn around and do NOT open your eyes. Ask aloud, ‘Why did you fall in the bathtub?”
7. Allow the question to hang in the air. Then, keeping your eyes shut, carefully stand up and get out of the tub. Do not trip and fall yourself, and do not drain the tub. Exit the bathroom, shutting the door behind you.
8. You may now open your eyes. Leave the bathroom as you left it — water in the tub, door shut — until morning. Do not turn on any lights.
9. Go to sleep.
The Main Event:
1. Awaken at your usual time. The game begins the moment you open your eyes.
2. Go about your day as normal. You will feel a constant presence behind you; it is likely that, should you turn to look, you will see nothing. However, glancing over your right shoulder may occasionally reveal a glimpse of her. Her hair will be black and tangled, and she will have only one eye.
3. She will attempt to get closer and closer to you as the day goes on. Should you spot her and find that she is too close for comfort, shout “Tomare!” — that is, “Stop!” — and run away. The idea is to put some distance between you and her; do NOT allow her to catch you.
The Ending:
Capture her in your gaze by looking over your right shoulder.
Shout “Kitta!” — that is, “I cut you loose!” — while swinging your arm down in a chopping motion. If you have performed this action correctly, a winning condition will have been achieved and the game will be over.
If you have NOT performed this action correctly… run.
Additional Notes:
She is fond of water and dark spaces; as such, it is recommended that you avoid immersing yourself in or crossing running water, as well as traversing dark spaces, until the conclusion of the game.
Use the “Tomare!” command sparingly. Each time you use it, the amount of time for which it will stall her will diminish. Use it only when absolutely necessary.
The ending MUST be performed before midnight. Failing to do so will grant her permission to enter your dreams. Do NOT allow her to do this. Additionally, performing the ending is not as easy as it seems. If she suspects you are about to try to end the game, she may hide. You MUST have her in your sights when you perform the “Kitta!” command.
Concerning Second Attempts:
It is NOT recommended that you play this game more than once. Should you play it a second time, she will begin in the same position she was in at the conclusion of the previous game. This will not provide adequate distance to escape her.
Do NOT let her catch you.
Be Careful.
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I assume you'll die if she catches you
Do not play longer than two hours: If you play too long, you will be unable to remove the spirit/demon from the doll. It will become attached, and will not leave. EVER.
Do not swallow the salt water: Well, if you do, you will not be able to end the game, and will have no means to protect yourself.
Do not give the doll your See More name, or of one you know: It will become to binding, and may result in the spirit/demon to never leave the doll.
Do not leave your hiding place without salt water: If you do so, and have a run in with the doll or other spirit, you will be unprotected.
Do not make unnecessary noise: It will draw the doll to your hiding place, which may result in a losing condition.
Do not leave your house in the duration of the game: I believe this will give the doll an opportunity to invite some, ahem, friends to play.