Silk & Strip
House rules
The pacing
Every completed card earns tension points. Passing with a Velvet Sip earns a third of them. Levels unlock only when the table has earned them together, so the game cannot sprint to the end.
Thresholds scale with the size of the table. A group of six has to earn three times what a couple does, so everyone gets the same slow climb no matter how many are playing.
Level 1 · unlocks at 0 tension
The Spark
Wanting, said out loud
Eyes, words, the first deliberate touch. Shoes come off. Nothing else — yet.
Level 2 · 12 tension for two players
Closeness
Hands, mouths, fabric in the way
Skin through cloth, breath on a neck, and the first things unbuttoned.
Level 3 · 30 tension for two players
Temptation
Undressing, slowly
This is where clothes come off in earnest — yours, and each other's.
Level 4 · 54 tension for two players
The Ultimate Threshold
Nothing left in the way
Bare skin, plain words, and hands that no longer ask permission twice.
The wardrobe
Strip poker deals a finite wardrobe before the first hand, and so does this. Everyone agrees one number at setup — count shoes, socks, every layer, underwear — and the game counts down from it. No card takes more than one thing at a time, so the last layer is reached by playing, not by one instruction. Run out and you are out: you stay on the scoreboard in last place while the rest play on. Pick a smaller number for a shorter, sharper night.
How the game is won
Whoever ends the night wearing the most and having drunk the least wins. That is the whole scoreline: clothing first, sips as the tiebreak.
Which is why backing out is the expensive move. Refusing always costs more clothing than the card itself would have, plus the drinks — so the bold player stays dressed and the shy one ends up bare. Tension points are the table's shared climb through the levels; they do not decide the winner.
The Velvet Sip
Decline a card by taking the forfeit instead — 3 times per player, per game. It still earns a third of the card’s tension.
If you don’t answer, or don’t do it
Refusing is allowed, and it has a price that rises with the level. Take the forfeit on the spot, in front of the table, and the turn passes. Each player may buy their way out 3 times per game; after that it is do the card or say the safeword.
- Level 1 · The Spark — 1 sip, and 1 item more than the card asked for
- Level 2 · Closeness — 2 sips, and 1 item more than the card asked for
- Level 3 · Temptation — 2 sips, and 1 item more than the card asked for
- Level 4 · The Ultimate Threshold — 3 sips, and 2 items more than the card asked for
Choosing your own level
You do not have to start at the beginning. Pick a starting level on the setup screen, and change it at any point during the game from Change level under the scoreboard. Moving to a level puts the tension score at the start of that level, up or down; the points each player has already earned are left alone.
Veil down
The safeword, and it is never rationed. Say it, tap it, and the card is gone — no points, no penalty, no explanation owed to anyone. It works on every card, at every level, however many sips you have left.
Consent, always
- — Everyone plays sober enough to consent, and anyone can stop at any time.
- — A firm "veil down" ends a card instantly, with no penalty and no questions.
- — Agree before you start where the game stops: underwear, bare, or wherever you say.
- — Nothing is filmed, photographed or repeated outside the room.
