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Game reference

Flip 7

Flip 7

Flip 7 box cover; packaging may vary by edition.
Cover source ↗
CategoryPush your luck · Card gamePlayers3+ playersDurationAbout 20 minutesRules learning effort2/5 · Easy

Learning the rules: Hit or Stay is simple; action-card timing and score modifiers need a short demonstration. Handbook estimate: 1 = very easy, 5 = very demanding. This rates learning effort, not strategy depth or game quality.

DMs who know this game: Jayde, Abby, Javen, Stu

Based on the team catalogue and reported play experience. An empty entry means not recorded, not necessarily unfamiliar with the game.

01

Overview

Everyone builds a face-up line of cards. Another draw can improve your score or wipe out the whole round if it repeats a number.

Edition scope. Base game, English ruleset 3.1 (2025). Compare the printed rules in your box, especially Flip Three timing. Not Flip 7: With A Vengeance. For more than 18 players the publisher recommends a second deck.

Key terms / 关键词. Hit (继续摸牌); Stay (停牌并保分); bust (爆牌,本轮零分); active (仍在本轮); modifier (分数修正牌); duplicate (重复数字)

02

Objective

Have the highest total when a round ends with at least one player on 200 or more points.

03

Setup

  • Shuffle all 94 cards well. Prepare a score sheet and choose a dealer; the dealer also plays.
  • Numbers are unevenly distributed: one 0, one 1, two 2s, three 3s, and so on up to twelve 12s. There are also six score modifiers and nine action cards.
  • Deal one face-up card to each player in turn order, including the dealer. Pause to resolve action cards immediately, then continue the initial deal. Not everyone necessarily starts with a Number card.
04

How to play

Initial deal → on your turn Hit or Stay → resolve cards → everyone stops or someone gets seven different numbers → score.

Flip 7: Hit draws a card; Stay banks points. A repeated number busts unless Second Chance saves it. Seven different numbers end the round with a 15-point bonus.
Flip 7: Hit draws a card; Stay banks points. A repeated number busts unless Second Chance saves it. Seven different numbers end the round with a 15-point bonus. Open full size. Illustrative symbols are not official game components.
  1. Hit or Stay

    On your turn, Hit to receive one face-up card, or Stay to bank your current round score and leave the round. Skip players who have already stopped or busted. You may Stay once you have a card in front of you.

  2. Check numbers

    Keep a new number. A number already in your line makes you bust for 0 this round, unless Second Chance saves you. Zero counts as a unique number even though it scores 0.

  3. Resolve special cards

    Keep score modifiers. Use Freeze or Flip Three on an active player, including yourself; if only you remain active, target yourself. See the action table below for Second Chance and forced draws.

  4. End the round

    Seven different Number cards immediately end the round for everyone and give that player +15. Otherwise continue until nobody is active. Everyone who did not bust scores their line.

CardWhat happens
FreezeThe target banks their current score and exits the round.
Flip ThreeThe target takes up to three cards, one at a time. All card types count toward three. Stop early on a bust or Flip 7. Second Chance can protect them during these draws.
Actions inside Flip ThreeSet aside Freeze and further Flip Three cards until the three-card sequence finishes. Under ruleset 3.1, resolve them only if the receiver did not bust. A Flip 7 ends the round immediately.
Second ChanceKeep one. On a duplicate number, discard the newly drawn duplicate and Second Chance; keep the original number and continue. A second Second Chance goes to another active player without one, or is discarded if nobody can receive it. Unused protection expires after the round.
+2, +4, +6, +8, +10Add these bonuses after calculating Number-card points. These are not Number cards.
×2Double only the Number-card sum; then add modifier bonuses and any +15 Flip 7 bonus.

Worked example

Your numbers are 11, 5, 12, with ×2 and +4. Staying banks (11 + 5 + 12) × 2 + 4 = 60. Drawing another 12 would bust you unless Second Chance protects you.

Seven cards in total is not necessarily Flip 7: you need seven different Number cards.

05

Ending & scoring

Record each round: a bust scores 0; otherwise sum Number cards, apply ×2 if present, then add bonus modifiers and +15 if you made Flip 7. Check the 200-point target only after scoring the whole round; highest total wins. The linked rulebook does not specify a tied-score procedure, so agree a house tie-break before play if needed. Discard the round’s cards and pass the remaining deck left to the next dealer. Do not reshuffle every round. When the deck runs out, shuffle the discard pile; if this happens mid-round, leave every player’s current cards out of the shuffle.

Flip 7 scoring: sum numbers, apply ×2, then add modifiers and any Flip 7 bonus. After the round, if anyone has at least 200 total points, highest total wins.
Flip 7 scoring: sum numbers, apply ×2, then add modifiers and any Flip 7 bonus. After the round, if anyone has at least 200 total points, highest total wins. Open full size. Illustrative symbols are not official game components.
06

Rules to double-check

  • Reaching 200 during a turn does not stop the round. Flip 7 does.
  • Action cards and modifiers do not count toward seven different numbers, and do not cause a number bust.
  • ×2 does not double the +15 bonus or additive modifiers.
  • Do not shuffle cards back each round or recycle cards still in front of players mid-round.
07

Player tips / 玩家建议

Beginner suggestions based on the rules, not guaranteed winning moves. DMs can share these with the whole table before play.

  • Look at the numbers already exposed. High numbers have more copies in the deck, so a line containing many high numbers is risky.
  • Protect a good round. Staying can be useful when you have strong points and no Second Chance.
  • Count actual Number cards. Being close to seven may justify a risk, but modifiers do not bring you closer.
  • Choose action targets carefully. Freeze can protect your own score or stop a rival from improving. Flip Three may help a rival as well as threaten them.
08

Sources & edition notes

The Op Games · Ruleset 3.1 (mirror) ↗

Names follow the supplied On Board catalogue. Edition details may differ.

Box artwork: The Op Games. Image source ↗. Artwork belongs to its respective rights holders; packaging may vary by edition.

Rules sources checked on 13 November 2026. Teaching scripts and practice tasks are suggested hosting aids. The publisher’s rules and the edition in the box remain the reference for exceptions.

09

Frequently asked questions

Does a 0 help me reach Flip 7?

Yes. It is a Number card and counts toward seven different numbers, but adds no points.

Can I bust on a modifier?

No. A +2 modifier is different from the Number 2. Only a repeated Number card causes a bust.

What does ×2 double?

Only the sum of Number cards. Add modifiers and the Flip 7 bonus afterward.

Can I force a player who already stayed to draw?

No. Freeze and Flip Three target active players only.

Do we stop as soon as someone reaches 200?

No. Finish and score the round, then compare totals. A Flip 7, however, immediately ends the round for everyone.