Playing The Game Of Seven Doors: The Rules

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THE RULES

Seven Doors is a game involving light meditation, and imagining oneself being projected into another place in your mind. We decided that we would project into a clearing in a heavily wooded pine forest, similar to the forest that we met in in the real world to play together. You can choose any place you like, but I recommend using the same place to enter and exit from every time to help with continuity.

At least two people need to play. You should never try to play by yourself, as the second person is there to "pull you out" so to speak, and you may get stuck if you try by yourself. (There was also the fear that you might eventually not be able to discern what is real anymore if you continued to go in by yourself, as the presence of your friends would be the signal to your brain that you were back in the real world and not in another projection.)

The person who's "travelling" lies down, and the person who's "guiding" places their hands over the travellers eyes.

If there are others present, they should make a circle around the guide and traveller. This is apparently for protection.

Everyone who isn't the traveller begins chanting "seven doors." When the traveller seems appropriately relaxed, the chanting stops, and the guide will begin asking leading questions, such as "What do you see?" "What do you hear?" "Do you smell anything?" Etc.

Wherever the traveller first arrives, that's the place that they have to return to before the guide pulls them out.

The guide counts down from five, and after reaching one, demands, "Open your eyes!" At this point the Traveller is officially "out" and can open their eyes in the real world.

No one else can talk besides the guide during a session (to avoid confusing the traveller when they try to return.)

Taking someone out early, against their will, or before they've reached their entry/exit point can have unintended consequences.

There may be other rules, but these are the ones we played by. I've heard other, newer rules like not approaching or opening red or black doors, or being aware of the color red in general. These were not rules when we originally played, but I believe because of mine and others' experiences, it soon became common to avoid these color cues as every experience connected to them was horrible.

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