The Wager Game~ Extremely Unsafe

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I don't think this game should be played by anyone but professional card players, but if you're daring and want to try it, even knowing the possible outcomes, be my guest.

To start, you need a standard deck of cards: that's a 52-card deck, be damned sure you remove the jokers before you start playing. If it were me, though it doesn't explicitly state this anywhere in the ritual, I would make sure the jokers as well as any other decks of cards you might have are far away from where you intend to play. I can't say for certain but... I suspect they like to cheat.

You can play on any surface, but a table is preferred. You want to make sure that the area is clear of obstructions and that you can deal the cards efficiently without them sliding all over the place. You don't want any food or drink present, this isn't a damned party. Having these present is usually seen as an insult, and I'm not certain what exactly would happen.

The great thing about this ritual, if you can call it great, is that there really isn't that much setup. No arcane chanting, no laundry list of supplies. All you need is your deck of cards, and your nerve. When you are ready to play, you need to turn out any unnecessary lights. You should be able to see the card faces of course, but just barely. Candle light is good, but I'd prefer something that can't be easily overpowered. A flashlight or a cell phone with a full battery usually does the trick. Other than that, you need to be in the dark.

Set the deck of cards in front of you, between you and the spot where he will be playing. I should probably mention that if the spot is in anyway obstructed, he won't show up. Don't worry he won't pop out of the walls and drag you to hell or something like that, he just won't appear. Make sure your guest can comfortably sit. If you're sitting at a table leave a chair for him. If you're on the floor- not recommended- make sure there's an equal amount of space for him to sit as you. Use your judgment for the best results.

The game is played as follows. You are playing with a spirit. There won't be a flash of light or a spectral whispering to indicate that your guest has arrived, you'll just... know when he's there. If you do hear something, turn the lights on and get the hell out of there. Do not attempt to play this game again in the same spot.

You see that's the tricky thing you never really know who your opponent is going to be. Some opponents will play fair. Others will do anything to you in order to win. You don't want to play with a hostile opponent. You just won't win.

Once your docile guest has arrived, you deal each other three cards. Don't look at your guests cards. Don't cheat. Deal them face down. Your guest will know what cards he has to play. From this point the game becomes rather subjective. The source didn't exactly explain step-by-step rules. There's no scoring; there's just betting. You are betting things precious to you against the spirit and the spirit is in turn betting something you want.

Oh, I forgot that part, didn't I? Yes, why would you want to play a game where you didn't know the stakes. You see this game, like many other means of communicating with ethereal entities, is supposed to give you, primarily, knowledge. This version requires less set up, but it becomes a challenging battle of wits. Just beware. You don't have any knowledge that the spirit doesn't so you don't have anything to wager in that category. What you are wagering is a variety of lovely punishments, which are revealed by the turn of the card. It could be something as simple as destroying a treasured possession to as horrible as committing horrible acts of violence. If you're lucky, you'll only destroy your own life.

You begin by playing one of your three cards. You choose the card from your hand. I'll explain what the cards do at the end, but suffice to say your guest always has the advantage of reaction. However, both of you can only play from the cards you have in front of you. When the exchange is over, deal him a card first (it's common courtesy) and then deal yourself one. Neither side should ever have more than three cards in front of them. Discard used cards in a pile to the side of the deck.

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