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Field card 177

Flashlight story night: spooky, not too spooky

Kids love being a little scared, as long as they're in control. Lights off, flashlights on, and they set how spooky it gets.

Time
30 min
Cost
$0
Ages
5 to 12
Where
A dark room

01What you need

  • A flashlight eachHave
  • Blankets and pillows, or a fortHave
  • Three story-starter cards (index cards or paper)Have

Where: Living room floor or a blanket fort with the lights off, not the bedroom they sleep in tonight.

Before you start

  • Flashlights, not candles. AAP recommends flashlights or battery candles over open flames for Halloween lighting.
  • They hold the dial. Agree on a stop word. If they say it, the story turns funny right away, no teasing.
  • Not right before sleep. Do it earlier in the evening, in a different room, and end with a funny one.

02Steps

  1. Set up the dark

    TogetherBuild a quick fort or pile blankets on the floor. Lights off, one flashlight each. Kids practice the under-the-chin face.

  2. Set the scare level

    KidHold up fingers: one is "silly spooky," two is "a little creepy," three is "a little shivery," four is "really spooky." Your kid picks a number from 1 to 4 for tonight. Ages 5–6: level 1 or 2 only. Agree on a stop word: if anyone says it, the story turns funny right away.

  3. Write three starters

    TogetherEach card gets one starter: "The old house at the end of the street…", "Something was scratching inside the closet…", "The jack-o'-lantern blinked…". Shuffle them face down.

  4. Tell it in turns

    TogetherDraw a card. You tell the first few sentences, then pass the flashlight; whoever holds it adds the next part. Keep it at their level. Pause right before the twist and ask, "What do you think it was?"

  5. End on a laugh

    DadAlways finish with a funny ending: the scratching was the cat, the ghost wanted a sandwich. Then lights on, and ask, "Which one was best?"

03If it stalls

  • If a story stalls, draw a new card or add: "…and then the door creaked."
  • If they get really scared, turn the lights on, tell them what's real and what's made up, and switch to a funny story.
  • If they won't stop at the level they chose, that's your cue to say the stop word yourself.
  • If they're stuck, give them a choice: "Was it a raccoon or a robot?"

04Variations

Ages 5–6

Level one or two only. You tell most of it; they add the sounds.

Ages 7–9

Full turns, three stories, and they write a starter of their own.

Ages 10–12

They tell one start to finish. You're the sound effects, and you rate it on the scare dial.

Tried this? Tell us how it went

2 minutes
How did it go?

1 = it flopped · 5 = we'd do it again

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05Sources

  • Lights for Halloween. AAP's Halloween safety tips say to use a battery-operated flameless candle, flashlight or glow stick, and to have older children carry a flashlight after dark. American Academy of Pediatrics (HealthyChildren.org) Checked Oct 17, 2026
  • Play builds skills. AAP says research shows play can improve children's abilities to plan, organize, get along with others and regulate emotions, and that parents' presence and attention enrich children more than electronic gadgets. American Academy of Pediatrics (HealthyChildren.org) Checked Oct 17, 2026

Filed under: Indoor & Rainy Day · Reading