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 ā but the action cards trip up
almost every new group. Here's the whole game, in order.
šÆ
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.
š„Players3ā18
ā±ļøTime~20 min
šÆAges8+
šTarget score200
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 ā each number appears as many times as its value
Modifier cards
6
+2, +4, +6, +8, +10 and Ć2
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 ā
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 ā 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 ā 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 ā what happens if you're dealt a
second Second Chance, or an action card when nobody else is left ā 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 ā you don't stop mid-round ā and the highest total
at that point wins.