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.
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?
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 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.
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.
Five carnival workers are kidnapped and held hostage in an abandoned, Hell-like compound where they are forced to participate in a violent game, the goal of which is to survive twelve hours against a gang of sadistic clowns.
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.
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 man who loves games and theatre invites his wife's lover to meet, setting up a battle of wits with potentially deadly results.
Kaiji (played by Tatsuya Fujiwara) is about to have his life changed. The thrill is beyond anything he, or most people, have experienced. The adventure is not without risk and danger however. He is given four games, which are challenges, and include life and death situations. The film follows its prequels and things will get both mental and physical.
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?
Kaiji Ito moves to Japan after graduating from high school. Unable to find a job and frustrated with society at large, Kaiji spends his days gambling, vandalizing cars, and drinking booze. Two years later and his life is no better. A debt collector named Endo arrives to collect money owed. The debt collector offers two choices to Kaiji: spend 10 years paying off his loan or board a gambling boat for one night to repay his debt & possibly make a boat load of money. Could the debt collector Endo actually be setting up Kaiji? One way or another, for Kaiji it's going to be the night of his life.
Three college students play a challenge game called Odds Are... It quickly erupts into a nightmare for the participants who find themselves caught in an unpredictable web of deceit and survival. Based on actual events.
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.
Three documentary makers, are heading home from Burning Man in their RV and decide to pull off into the desert to camp for the night. Things get creepy. With their 5 RV cams running 24/7, we see everything that happens...even things they don't see.
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.
The story of 11 contestants who sign up for a scary reality show which forces them to confront the supernatural and their innermost fears. They're brought to an ancient war museum in Cambodia, which was used as a Khmer Rouge prison twenty years before. Thousands of innocent people were tortured and killed there during the Cambodian war in the 1970s.
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 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.
In a dystopian society where the Capitol forces each district to send two young tributes to fight to the death in a televised spectacle, a girl volunteers to take her sister’s place, setting the stage for a struggle of survival and defiance.