Felipe
Peter
João
Victor
Doutor Pierre
Velho do Posto de Gasolina
Hoteleiro
Based on the horror game Ao Oni by noprops. Five members of the cultural anthropology club at an old western-style school are trying to come up with ideas for their presentation at the school's culture festival, when they find a collection of folk tales gathered by a student in their club 40 years ago. They realize that the mysterious Bellflower Oni that appears in the folk tales may be the basis for the popular free game Ao Oni, and decide to make that their theme. They manage to make contact with the author of the Ao Oni game, but he dies mysteriously soon afterward. The club members become suspicious at the author's death and began to investigate on their own, but encounter a secret they never should have touched: a secret underground prison in the school. For some reason all the fire doors at the school are locked, and they are trapped in the school. The sound of the strange footsteps they hear soon turn to their screams...A new tragedy of the Ao Oni is about to begin.
An enigmatic tale of four people whose lives are intertwined by destiny are subject to the laws of fate. They discover that luck is something they cannot afford to be without as they gamble with the highest stakes possible in a deadly game from which only one of them will emerge intact.
Nine strangers wake up in a house with no recollection how they got there and no way out. The voice on the PA introduces them to a grisly game they must play. The prize is $5 million and their life.
A who-is-it setting in the claustrophobic corridors of an abandoned and locked-off office building that has several guests invited to a party by their mysterious, unknown host. Only it is they who are the victims of their crimes. Suspense and mistrust are not the only stalker in this cat and mouse game of wits and fear. Who is the stalker? Why is he killing? And what is it exactly that everyone here has in common?
Dr. Samantha Goodman is a beautiful, young psychiatrist. Burnt out, she drives to the family’s winter cottage to spend time with her husband and sister. A relaxing weekend is jarringly interrupted when a terrifying and unexpected guest arrives. What follows is an extraordinary night of terror and evil mind games where escape is not an option.
When they were children, Claire and Andrea would play Mary Worth (An old game where you say her name into a mirror three times). However, they could never muster the courage to say Mary's name the third time. Now curious and bored teenagers, they decide to play once more for fun. What they don't know is that the legend of Mary Worth is actually true, and if her name is recited at the right time of night, they will soon discover the terror that follows speaking the name... MARY WORTH.
Thrown naked into a desolate room with thirteen strangers, Tonya discovers that she is the final contestant in a deadly game. Restrained by lethal electronic collars, the players must utilize hints and tools from a box marked "pieces" to find both an exit and the reason for their abduction. One by one the players are eliminated as their "curfew" begins and the lights go out. With each dead body comes another clue, which they use to discover that one of them is the killer. The question is ... which one?
Medical student Ted Grey graduates at the top of his class and quickly joins an elite pathology program, whose top students invite him into their circle. There he uncovers a gruesome secret: They play a game in which one tries to commit the perfect, undetectable murder, then the others compete to determine the victim's cause of death.
A man who loves games and theater invites his wife's lover to meet him, setting up a battle of wits with potentially deadly results.
In honor of his birthday, San Francisco banker Nicholas Van Orton, a financial genius and a cold-hearted loner, receives an unusual present from his younger brother, Conrad: a gift certificate to play a unique kind of game. In nary a nanosecond, Nicholas finds himself consumed by a dangerous set of ever-changing rules, unable to distinguish where the charade ends and reality begins.
Despite Jigsaw's death, and in order to save the lives of two of his colleagues, Lieutenant Rigg is forced to take part in a new game, which promises to test him to the limit.
A group of British students embark on summoning spirits on a Ouija board after a night of clubbing. But someone breaks the link before they have finished and now a demon is trapped in their world and the only way to banish it, is for all the people who summoned it to die.
A year after Sheila is killed in a hit-and-run, her multimillionaire husband invites a group of friends to spend a week on his yacht playing a scavenger hunt-style mystery game — but the game turns out to be all too real and all too deadly.
In the future, two television networks compete for ratings by producing violent game shows. One network produces a modern day version of the Roman gladiators, only on motorcycles instead of chariots, and uses convicted murderers as the participants, The network decides it needs a champion for this sport, so they frame a constant winner from another game for murder, and place him on the show.
Two friends are put to the ultimate test when they are invited to the house of the mysterious 'Beholder'.
A small town comes under the thumb of Martha, a ghost who returns to haunt the children who witnessed her death during a "game" of Ghost in the Graveyard as young children.
A MODERN MEDIEVAL SAGA, The Wild Hunt tells the story of Erik Magnusson, a young man who decides to follow his estranged girlfriend Evelyn into a medieval re-enactment game when he discovers that she has been seduced by one of the players. As the down-to-earth Erik treks deeper into the game in search of his love, he inadvertently disrupts the delicate balance of the make believe fantasy-land. Passions are unleashed. Rules are broken. Reality and fantasy collide. The good-hearted game turns into a tragedy of mythic proportion... Capturing the culture of costume play and the potentially dangerous intersection of real and made-up worlds, The Wild Hunt is a timely and potent comment on the consuming nature of adopting another identity, even within a game, and the modern yearning for ritual.