Flip 7 Scoring Explained: The +15 Bonus, Modifiers and ×2
Flip 7 scoring looks trivial until the ×2 card shows up alongside a +10 and a Flip 7 bonus, and suddenly the table has three different opinions about the right answer. There is a fixed order of operations. Here it is.
The Order of Operations
Score a round in this exact order
Add up your number cards
Apply ×2, if you have it
Add your + modifiers
Add 15 if you hit Flip 7
Worked Examples
The Zero Card Is Better Than It Looks
There is exactly one 0 in the deck. It scores nothing, so new players groan when they get it — but it is a free step toward Flip 7 that can never be duplicated, because no second 0 exists. If you're chasing the bonus, the 0 is one of the best cards you can be dealt.
Busting
A bust wipes the round. Not your running total — just the cards in front of you. You score 0 for that round and everything you'd collected, modifiers included, goes to the discard pile. The +10 you were sitting on doesn't survive the bust.
This is why a Second Chance is worth more than any modifier: it protects the entire round, not a fixed number of points.
Winning the Game
Play continues until someone hits 200 points or more. You always finish the current round — there's no stopping the instant a player crosses the line — and then the highest cumulative total wins. If two players tie on 200 or more, the higher score takes it.
Once the arithmetic is settled, the real question is when to stop taking cards. That's covered in when to hit and when to stay.