How to Play

How to Play Flip 7: Complete Rules, Scoring Guide & Win Conditions

Flip 7 is a press-your-luck card game: keep flipping number cards to build your score, but draw a duplicate and you bust with nothing. This guide covers the complete rules - setup, hitting and staying, action and modifier cards, scoring, and a full example round.

Quick Start Summary

Goal: Be the first player to reach 200 points.

How to play: Draw cards to build points, but stop before you bust!

Bust: Drawing a duplicate number = 0 points for the round.

Flip 7 Bonus: Collect 7 unique number cards = +15 bonus points.

Each turn: Choose to "Hit" (draw another card) or "Stay" (bank your points).

Ready to dive deeper? Read the full rules below, or check out our strategy guide for tips on winning.

Objective

In this press your luck game, be the first player to score 200 points to win. You score points based on the total number value of the cards in front of you.

The more valuable a card is, the more copies of that card there are in the deck. If you can successfully Flip 7 unique Number cards into your line, you automatically end the round for everyone and score 15 bonus points.

However, if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing.

The Deck

The Flip 7 deck contains 94 cards:

  • Number Cards (0-12): 12 twelves, 11 elevens, 10 tens... down to 1 one, and even a zero
  • Action Cards: Flip Three, Freeze, Second Chance
  • Score Modifier Cards: x2, +2, +4, +6, +8, +10

Note: The zero is a number card worth no points, but it increases your chances of earning the 7-card bonus!

How to Play

  1. Shuffle the deck thoroughly and choose a player to be the Dealer for the round.
  2. The Dealer deals one card face up to each player, including themselves.
  3. If an Action card comes up while dealing, pause dealing immediately to resolve it, then continue.
  4. The Dealer then offers each player in turn the option to "Hit" (get dealt another card) or "Stay" (exit the round and bank your points).
  5. If you Hit, put Number cards in a single row with Score Modifier cards above them.
  6. You may "Stay" as long as you have at least one card in front of you.

The Action Cards

Action cards can be played on any active player including yourself. If you are the only active player, you must play the Action card on yourself.

Freeze!

The player receiving this card banks all the points they have collected and is out of the round.

Flip Three!

The player who receives this card must accept the next three cards, flipping them one at a time. Stop early if the player can Flip 7 number cards, or if the player busts.

Second Chance!

Keep this card. If you draw a duplicate number, discard the Second Chance card and the duplicate - you're saved from busting! A player may only have one Second Chance card at a time.

The Modifier Cards

Modifiers are not Number cards and do not count toward achieving a Flip 7. You cannot bust on Modifier cards.

+2 to +10 Cards

Add the amount shown to the sum of your Number cards.

x2 Card

Double the points for all your Number cards. Note: first multiply your Number cards by 2, then add additional Modifier bonuses.

End of a Round

The round continues until one of two end conditions are met:

  1. There are no active players because all players have either busted or chosen to stay.
  2. One player Flips 7 unique Number cards, ending the round immediately.

Calculating Scores

  1. Add the value of your Number cards
  2. If you have the x2 multiplier, double your score
  3. Add any additional bonus points (+2, +4, +6, +8, +10)
  4. If you Flip 7 Number cards, score an additional 15 points

Example:

Number cards: 3 + 5 + 7 + 10 = 25 points

With x2 modifier: 25 × 2 = 50 points

With +6 bonus: 50 + 6 = 56 points

For more worked hands - including busts, the +15 bonus, and modifier stacking - see our scoring examples.

Starting the Next Round

  • Set all cards from the round to the side (do not shuffle them back into the deck).
  • Pass the remaining cards to the left - that player becomes the new Dealer.
  • When the deck runs out, shuffle all discarded cards to form a new deck.

End of the Game

At the end of the round when at least one player reaches 200 points, the player with the most points wins! For tie-breaks and exactly when the winner is decided, see win conditions.

Remember

  • Action or Modifier cards do not count toward the seven card bonus.
  • The only way to achieve the Flip 7 bonus is by having seven unique Number cards face up in front of you.
  • An "active player" is someone who hasn't Busted or decided to Stay.

Example Round Walkthrough

Let's walk through a sample round with three players: Alice, Bob, and Carol.

Round Start - Initial Deal

Alice receives a 7

Bob receives a 10

Carol receives a 3

Turn 1

Alice hits and draws a 4. Now has: 7, 4 (11 points)

Bob hits and draws a x2 modifier. Now has: 10 with x2 (20 points)

Carol hits and draws a Second Chance card. Now has: 3 (3 points) + insurance

Turn 2

Alice hits and draws an 11. Now has: 7, 4, 11 (22 points)

Bob decides to Stay - banks 20 points!

Carol hits and draws a 3 - duplicate! Uses Second Chance to survive.

Turn 3

Alice hits and draws a 7 - BUST! Scores 0 points.

Carol (now without Second Chance) decides to Stay - banks 3 points.

Round Results

Alice: 0 points (busted)

Bob: 20 points (x2 modifier on 10)

Carol: 3 points (played it safe)

This example shows why timing your "Stay" is crucial. Bob made a smart play by protecting his x2 multiplied score, while Alice pushed too far and lost everything.

Quick Strategy Pointers

A few principles will immediately improve your game:

  • High cards are dangerous: 10s, 11s, and 12s have the most copies in the deck, so holding them makes a bust far more likely. With 20+ points and high cards in your line, staying is usually right.
  • Protect a x2 round: a safe 30 points (15 × 2) beats a busted 0 every time. Don't gamble a multiplied score away.
  • Don't always chase the Flip 7: the +15 bonus is tempting, but a solid 20-point round often beats a risky seventh card.

For hit/stay decisions in every situation, action card tactics, and the most common mistakes to avoid, read the full strategy guide and the per-card odds on the card statistics page.

Ready to Play?

Use our free score tracker to keep track of your Flip 7 games!

Open the Score Tracker