



Hit the Silk! With Classified Cargo - Second Edition
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FroGames — Moments You'll Remember
In five minutes, someone will jump. Maybe with money. Maybe without a parachute. Maybe after making a deal they won't keep.
WHAT'S IT ABOUT
Casino debt, falling plane, limited parachutes
Hit the Silk! is a game by Brendan Mills published by Escape Plan Board Games. You hijacked a plane to pay off a casino debt, and the heist was going smoothly — until the pilot grabbed a gun from the armored compartment, fired three shots at the engine, and jumped out with his parachute and a spare. Now you're on a plane losing altitude, with fewer parachutes than players and briefcases full of cash to collect before you hit the ground.
Each turn, you draw, trade, play actions, and negotiate alliances. The problem is, someone is lying about the money, someone is hiding the last parachute, and with each turn, the plane loses altitude. To win, whoever jumps must have a parachute and, all together, enough cash to pay the casino boss. But if you wait too long, the mandatory bailout triggers. If you trust the wrong person, you stay on board to attempt a desperate landing.
A phenomenon after its appearance on No Rolls Barred, Hit the Silk! returns in this second edition with a recalibrated altimeter, new Incident Cards, revised card distribution, and the "Fly-in-Five" rulebook rewritten from scratch.
The gist in two lines
Someone is lying about the money, someone is hiding the last parachute. Figuring out who's bluffing is half the game — the other half is jumping a second before everyone else.
The secret of Hit the Silk!
You win together or not at all. But your ally can open their parachute without you and leave you to count the seconds until impact.
From game experience
Hit the Silk!
What you'll find on the plane
The cards that decide who lives and who crashes
Parachutes
The only way to jump and survive. There are always fewer than you need. Those without one must convince someone to give it up or find a plan B.
Briefcases of cash
The loot to take to the casino boss. To win, those who jump must collectively gather enough money. But no one knows who has how much.
Weapons and dirty deeds
Revolver to force a trade, knife to defend yourself, poison to eliminate, handcuffs to tie your fate to another. Every move breaks an alliance.
Pilot's License
If the plane crashes and you're still on board, it's your last hope: with the license, you have more control to attempt a landing instead of crashing.
Recommended Sleeves 70 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last a long time.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 70 |
| Total cards (base game) | 70 |
In half an hour, someone will tell the story of that time they jumped without a parachute because they trusted the pilot. And everyone will laugh. Even them.
A game in five acts
What happens at the table
Not the rules. The experience.
The pilot jumped, you didn't
Draw six cards, keep four, and discard the rest face-up. The first turns are frenzied exploration: everyone hopes for a parachute, someone finds the briefcase and keeps quiet, someone else shows off their revolver with an unsettling smile. The altimeter begins to drop.
The first alliances
Now that the equipment is circulating, exchanges begin. "I have a parachute, do you have the money?" Someone lies. Someone tells the truth but isn't believed. The first vote to jump fails: no one trusts anyone yet.
Someone plays dirty cards
Handcuffs, poison, the knife come out. One player handcuffs another and announces: "Where I go, you go too." Then an Incident Card turns the tables, and no one saw it coming. The plane continues to descend: every turn means 1,000 feet less.
The decisive vote
The altimeter is too low to wait any longer. A vote to jump is called. A majority is needed. Those with parachutes vote yes, those without vote no and hope. Someone promises to split the money if the other lets them jump. Someone lies. The vote passes.
Who jumps and who stays
Parachutes open. Those who jumped tally their cash: if they reach the amount to pay the boss, they all win together. Those who stayed on board must attempt a desperate landing. Someone discovers their ally betrayed them. The plane heads towards the lake. The end.
How to play
The flow of each turn
On your turn, you draw, trade, and play actions—or do nothing. Then the plane descends 1,000 feet, and the voting moment approaches.
Draw new cards from the deck. Once per turn, you can also swap a card. Keep everything in a hidden hand: parachutes, cash, items, and actions.
Offer cards to others. Trades are free: you can lie about what you're offering, show only one card, promise alliances. No one is obliged to accept.
Use the revolver to force a trade, handcuffs to shackle someone, poison to eliminate, or spy and steal. Every action has immediate social consequences.
Each turn the altimeter drops 1,000 feet. At voting points, anyone can propose to jump: a majority is needed. And when the aircraft reaches its lowest point, mandatory bailout is triggered.
Why it's different from others
Six mechanics that make a difference
The plane really descends
It's not a narrative timer. Each turn, the altimeter drops by 1,000 feet, and at the bottom, mandatory bailout is triggered. In this second edition, the altimeter has been recalibrated to provide more tension and more time for the perfect betrayal.
Limited parachutes
There are always fewer parachutes than players. Someone will stay on board. Someone will have to convince another to give up theirs. Someone will lie about having one and jump at the wrong moment.
Semi-cooperative victory
To win, you need a parachute and a sufficient sum of cash to pay the casino, counted among those who jump. If you have 2 briefcases and your ally has 3, you win together. If they betray you and jump without you, you lose everything.
Drastic actions
Revolver, knife, poison, handcuffs, kung fu. These are not neutral moves: every time you use violence or force someone, everyone at the table reacts. Alliances break in an instant.
Incident Cards
New to the second edition: a deck of Incident Cards injects turbulence and mid-flight twists. These are the "wait, what just happened?" moments that make every game different.
Secret missions and roles
With the Classified Cargo deck included in the bundle, someone plays with a hidden agenda, and everyone has a role with unique abilities. Social deduction goes up a notch: you no longer know who really wants to save you.
How it ends
How to win and how to lose
Victory is collective but requires a personal parachute. Defeat is individual and often someone else's fault.
Victory
- You jump with a parachute before the plane crashes
- The cash of those who jump with you reaches the amount to pay the casino boss
- You land alive after jumping (or after a successful emergency landing)
Elimination
- You jump without a parachute (voluntarily or forced by someone)
- You stay on the plane when it crashes and fail the emergency landing
- You are eliminated by poison, revolver, or other actions before jumping
Hit the Silk! is a party game that forces you to lie, promise, betray, and jump at the right moment. Every game ends with someone laughing and someone screaming.
Frequently Asked Questions
Hit the Silk! FAQ
I already have the first edition: is the second one worth it?
This second edition is not just a reprint. The altimeter has been recalibrated and card distribution adjusted, so games don't end too quickly, and you have more time for your plans. It adds a deck of Incident Cards, integrates the Open Water scenario into the base box, and comes with the rewritten "Fly-in-Five" rulebook. If you love the game, this is the most refined version.
Is it just hype from No Rolls Barred or does it really hold up?
Hit the Silk! became a sensation after its appearance on No Rolls Barred, but its viral success stems from what happens at the table: limited parachutes, betrayals, votes that divide the group. Its strength is the social tension, not exposure on YouTube. It works just as well in the living room, without cameras.
What does the Classified Cargo expansion included in the bundle add?
The FroGames bundle already includes the Classified Cargo deck, a limited edition co-created with No Rolls Barred. It adds secret missions (someone plays with a hidden agenda), player roles with unique abilities, and additional Incident Cards. The base game is already complete: this deck amplifies deduction and chaos for those who want more, and by itself, it wouldn't include a copy of the game—which is why we've paired it for you.
How many players are needed for a good game?
Hit the Silk! works with 3-6 players, but it's best with 5-6 people. With 3-4 players, alliances are more stable, and bluffing loses intensity. With 6, chaos is maximal, negotiations overlap, and someone always ends up betrayed.
Is it suitable for families with children?
The recommended age is 7+, and the rules are simple, but the game requires the ability to lie, negotiate, and handle betrayals. It works with families who enjoy light bluffing games like Coup or The Resistance. Not suitable for those who prefer pure cooperation.
Is it available in Italian?
This edition is in English, but you play by speaking Italian: all negotiation, lies, and votes happen verbally. The text on the cards is short (object names and simple effects), and English is really only needed to read the rulebook once—then whoever teaches explains, and everyone plays.
Hit the Silk! (Second Edition) is a semi-cooperative party game of negotiation and bluffing for 3-6 players, aged 7 and up, lasting 20-45 minutes. Designed by Brendan Mills and published by Escape Plan Board Games, it puts players on a hijacked plane to settle a debt with the casino: the pilot shot the engine and jumped, and now you must find a parachute, gather enough money together, and jump before the plane crashes. Mechanics include hidden hand management, trading, majority voting, and special actions such as handcuffs, poison, revolver, and knife, with the altimeter dropping 1,000 feet each turn. The new edition, which went viral thanks to No Rolls Barred, adds Incident Cards, the Open Water scenario, and the rewritten Fly-in-Five rulebook. This FroGames bundle also includes the Classified Cargo expansion, with secret missions, player roles, and additional Incident Cards. Ideal for groups who enjoy social games with betrayals and temporary alliances. Available on FroGames.it.

Hit the Silk! With Classified Cargo - Second Edition
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