A cheap little card game that won a Mensa Select award. Here's who it's actually for.
Flip 7 is a deck of 94 cards in a small box, and it became one of the most
talked-about games of the last couple of years. That combination usually
means either a genuine design gem or a social-media bubble. This one is
mostly the former — with caveats.
🎯
Quick Answer
Yes, if you need a game that handles big groups, teaches in two minutes, and travels anywhere. No, if you want something with meaningful decisions across a whole evening.
👥Players3–18
⏱️Time~20 min
🗣️Teach time2 min
🎒BoxPocket-sized
The Verdict at a Glance
✅ Buy It If...
• You regularly host groups bigger than six
• You want a game that works in a pub, a car, or a tent
• You need a filler between two heavier games
• You play with kids, or with people who "don't do board games"
• You like push-your-luck tension over deep planning
❌ Skip It If...
• Your group wants decisions with long-term consequences
• You dislike direct attacks — Flip Three can feel personal
• You already own a push-your-luck game you like
• You only ever play two-player
• Randomness deciding a game frustrates you
What It Gets Right
STRENGTH
The player count is absurd
Very few games genuinely work at 12 or 15 players. Because you're only ever deciding "hit or stay", the game doesn't slow down as the table grows. That alone earns it a permanent spot in a lot of collections.
STRENGTH
The lopsided deck is clever design
Making each number appear as many times as its value means the best cards are the most dangerous ones. It's an elegant piece of design that gives a "flip a card" game real texture — see the strategy guide for what it does to your decisions.
STRENGTH
Nobody is ever really out
Bust and you lose a round, not the game. A single Flip 7 with modifiers can swing 50+ points, so trailing players stay live to the end — which keeps a big table engaged.
What It Gets Wrong
WEAKNESS
It thins out at three players
The action cards are the interesting part, and with three players there simply aren't enough targets for them to create drama. It's fine at three. It's excellent at eight.
WEAKNESS
Games to 200 can overstay
The advertised 20 minutes assumes things go smoothly. A run of busts across the table adds rounds fast. Plenty of groups house-rule down to 150 and the game is better for it.
WEAKNESS
The box is 90% air
You get a deck rattling around in a box with a cardboard shelf, and after a few sessions the cards end up in a rubber band. It's the one production complaint that comes up over and over.
The Bottom Line
For the price of a couple of coffees you get a game that fits in a jacket
pocket, handles a party, and teaches faster than you can shuffle it. The
decisions are light and the luck is real — but the deck design gives you
genuinely more control than it first appears, and the Mensa Select nod is
deserved.
If you own it and play it often, the one upgrade worth making is fixing the
storage, so the deck stops living in a rubber band.