How to play.
No safe move is actually safe.
Social Wipeout is built on one principle: even trying to escape will cost you. Every card is designed to expose, embarrass or challenge you in front of the group. Wild might save you — or wreck you worse. Safe gets you out — but everyone hears the insult.
What's in the box
Hit Me
200 cards total. SAY or SHOW — the group votes. You find out what you're doing after the vote.
Wipeout
No vote. Both SAY and SHOW. No Wild. No Safe. No exceptions.
Wild
Play after the vote if you can't face what was voted. Might save you. Might destroy you.
Safe
Play after the vote to escape. Read your insult aloud to the group. 0 points.
30 Wild cards. Only 20 Safe cards. We'll let you guess why you get 10 extra. Good luck.
Setup
Shuffle the Hit Me deck — Wipeout cards are already mixed in. Deal each player one Wild and one Safe card face down. They keep these secret until used. Place the Hit Me deck in the center. Youngest player goes first. Play clockwise.
One turn, step by step
Draw & read
The active player draws the top Hit Me card and reads both SAY and SHOW aloud, clearly. Everyone hears both options before anything happens.
Group votes
Everyone but the active player votes at the same time, like rock paper scissors. Majority wins. A tie means the active player does both.
You decide
Now that you know the result: do it and earn +1 point, play your Wild card, or play your Safe card. This is your only window to decide.
Execute & score
Whatever you chose — full commitment. No editing, no summaries, no half-measures. Record points, discard the card face up, and pass clockwise.
The vote
Simultaneous — like rock paper scissors
1 finger = SAY
Verbal confession or brutal opinion.
2 fingers = SHOW
Physical or phone dare.
Everyone but the active player counts to three together. On three, they all reveal at the exact same time — no waiting to see what others do. Late votes are ignored, and nobody can abstain. Tie? Complete both SAY and SHOW for +1 total.
Wild, Safe & Wipeout
Your escape cards — used after the vote. Wild and Safe can only be played once the group has voted: you see what you're up against first, then decide. Each player has one of each for the entire game — once used, it's gone.
Wild card
You escape the Hit Me card — but reveal your Wild card and do whatever it says instead, no vote. It might be easier, or far worse than what you escaped. You still earn the points printed on the card (+2, +1 or 0). No going back once you flip it.
Safe card
You escape completely — but read the insult printed on the card aloud to the full group. You earn 0 points. Everyone hears it. No skipping words.
Wipeout card
Wild and Safe cannot be used. You must do both SAY and SHOW, one after the other. No vote. No exceptions. No mercy.
Points
End game — choose your format
Whoever has the most points at the end wins. Choose one format before the game starts.
Fixed rounds
Each player gets a set number of turns, equal for everyone. Most points wins. Recommended for competitive games.
Time limit
Set a timer for 60 minutes. When it rings, finish the current turn. Most points wins. Best for casual parties.
Free play
No limits. Play as long as the group wants. Stop when you decide. Most points wins. Best for chaotic nights.
Deck runs out mid Free Play? Shuffle the discard pile back in and keep going, or end the game there — group's call. Tie-breaker: both players draw one Hit Me card. Loudest applause wins.
Always in effect
- Wild & Safe only after the vote. You must hear the card and see the vote result before using your escape. No pre-emptive plays allowed.
- One use each — for the entire game. Every player has one Wild and one Safe. Used or not, at game end they're gone.
- No going back on Wild. Once you flip the Wild card you're committed. You draw and do whatever it says. No changing your mind.
- Simultaneous vote. All players except the active player reveal on the same count. Late votes are void. No abstentions.
- Own turn only. Wild and Safe can only be played on your own turn, after your own vote. You can never use them to help or interfere with anyone else's turn.
- No editing, no summaries. Cards are performed as written, full commitment. If the group says you held back — start over from the beginning.
- Wipeout cards — no escape. Wild and Safe cannot be used on Wipeout cards. Both SAY and SHOW, one after the other. No vote. No exceptions. No mercy.
None of the above overrides applicable law, personal safety, consent or another player's rights. See our Terms & Conditions for the full legal explanation of what this game language does and doesn't mean.
Ready to ruin a perfectly good night?
- 250 cards — 200 Hit Me (incl. 10 Wipeout) / 30 Wild / 20 Safe
- 3–20 players
- 30–90 minutes
- 18+ only