Rules Flip 7

How to Play Flip 7: Complete Rules in 5 Minutes

Every rule in the box, explained in the order you actually need them at the table.

Flip 7 is a push-your-luck card game where you keep asking for cards until you either bank your points or lose them all. It teaches in about two minutes, which is exactly why it exploded — but the action cards trip up almost every new group. Here's the whole game, in order.

šŸŽÆ
Quick Answer

Collect number cards without ever flipping a duplicate. Bank your points by staying, or bust and score zero. Seven different numbers earns a 15-point bonus. First to 200 wins.

šŸ‘„ Players 3–18
ā±ļø Time ~20 min
šŸŽÆ Ages 8+
šŸ† Target score 200

What's in the Box

Ninety-four cards, and that's it. Knowing the breakdown matters more than you'd think, because it drives every decision you make later.

Flip 7 card breakdown

Card type Count What it is
Number cards 79 0 through 12 — each number appears as many times as its value
Modifier cards 6 +2, +4, +6, +8, +10 and Ɨ2
Action cards 9 Three each of Freeze, Flip Three and Second Chance

Setting Up

Shuffle all 94 cards into one deck. Pick a dealer. Grab paper for scores — you'll be tracking cumulative totals across several rounds. That's the entire setup, which is a large part of the appeal.

Playing a Round

The turn sequence

1

The dealer offers a card

Starting to the dealer's left, the dealer goes around the table dealing one card at a time to each player who is still in the round.
2

You choose: Hit or Stay

Say Hit and take the card. Say Stay and you're out of the round — but you keep every point in front of you.
3

Duplicate numbers bust you

If a card you flip matches a number card you already have, you bust. All your cards for the round are discarded and you score zero. Modifier and action cards can never bust you.
4

Seven unique numbers ends the round

Get seven different number cards in front of you and you've hit Flip 7. You score a 15-point bonus and the round ends immediately for everyone.
5

Score and reshuffle

Everyone still in adds up their round score. Discard all cards, the deal passes left, and a new round begins.

A round ends when every player has either stayed, busted, or someone hits Flip 7. Players who busted score nothing; players who stayed bank what they had.

Scoring a Round

Add the face values of your number cards, apply any modifiers you collected, and add 15 if you hit Flip 7. So a player holding a 12, a 9, a 4 and a +8 scores 12 + 9 + 4 + 8 = 33.

The Three Action Cards

These are the only genuinely fiddly part of the game, and they're what makes it more than a dice roll.

FREEZE

Force someone to stop

Give it to any player still in the round — including yourself. That player immediately stays and banks whatever they have. Brutal when someone is sitting on six unique numbers.

FLIP THREE

Force three more cards

The target immediately flips three cards, one at a time. If they bust partway through, it stops there. If they hit Flip 7, the round ends.

SECOND CHANCE

Survive one bust

Keep it in front of you. The first time you'd bust, discard the duplicate and the Second Chance instead, and carry on. You can only ever hold one.

The targeting rules and the awkward cases — what happens if you're dealt a second Second Chance, or an action card when nobody else is left — are covered in the action card guide.

Winning

Keep playing rounds until at least one player reaches 200 points. Finish the round you're in — you don't stop mid-round — and the highest total at that point wins.