34 questions players ask about Flip 7: With A Vengeance, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Yes. If a Swap or Steal leaves a player with a second card of a Number they already hold, they bust. Only the Lucky 13 gives an exception. The printed bust definition says "flip", but the publisher clarified that receiving the duplicate is enough, so a Steal can force you to take a card that busts you.
Yes. Any player who has not busted can be targeted, including players who stayed and yourself. A stayed player resolves the card but does not re-enter the round.
The developer's ruling on Swap duplicates applies to both sides of the swap, and a player's worked example agrees, but no source rules on this exact case.
Yes. If a Swap leaves both swapped players holding a duplicate Number, both bust. For example, if two players each hold a 12 and a 13, swapping their 12s and 13s busts both. The developer's ruling that a Swap which creates a duplicate busts the receiver applies to each side of the swap.
Yes, when there is a valid card to act on. The player who flips the Action card may assign it to any non-busted player, themselves included, and the assigned player must carry it out.
No. The drawer chooses who gets the Action card once, and that player must resolve it, even if the only available card to steal makes them bust. The publisher's example has a Steal assigned to a 13 holder who can only take another 13 and busts.
Yes. The test is whether valid cards exist, not valid targets, so the card is assigned to a player who then acts on the cards on the table, even if that means taking or swapping one of the assigner's own cards. An early answer saying no steal was possible was overturned.
No. A Swap is an Action resolved immediately, not a face-up card in anyone's line, so it cannot be a target. Only the Special Number cards stay in a line to be swapped or stolen.
No. Action cards are resolved immediately and then discarded, so they never sit in a line to be stolen. Only the Special Number cards such as the Lucky 13 and Unlucky 7 stay in front of you.
Yes. Actions revealed by a Flip Four resolve in order once all four cards are taken. If you play a Just One More on yourself and that extra card busts you, you still resolve the Flip Four's remaining Actions. One reply finds this odd, but the FAQ quoted in the thread is explicit.
Yes. It stops if the player busts or reaches Flip 7. A duplicate drawn during the Flip Four busts the player, and an Action drawn in it cannot be used to avoid that bust, because Actions resolve only after all four cards are taken.
The full four. Just One More forces one flip, and an Action revealed by it is resolved by that player as usual, so the Flip Four runs in full before they stay. The player is already forced to stay afterward.
The rulebook says Actions revealed by a Flip Four resolve in order after all four cards are drawn, so the outer Flip Four finishes drawing first and the inner Flip Four is then resolved in order. Players disagree on whether Actions the inner one reveals resolve before the outer's other Actions. The rulebook does not address nesting directly.
The rulebook has the Unlucky 7 discard all other cards on receipt, and its bust definition makes a later 7 a duplicate; only the Lucky 13 allows a second copy.
The Unlucky 7 comes first: you discard all your other cards, so an existing 7 does not bust you. But a regular 7 received afterward is a duplicate of the Unlucky 7 and busts you, since only the Lucky 13 permits a second copy.
Only the current round. A forum poster reports that The Op's customer service replied that only the round score becomes zero and points from earlier rounds are kept. The Zero's text says "total", which is why people ask.
No. A stayed player stays stayed. You still resolve the card, your round score is zero unless you Flip 7, and getting it does not put you back in the round. The rulebook's "must continue to hit" applies to players still active.
Yes. The Zero zeroes your score only if you do not Flip 7, so a Flip 7 scores normally, with the Zero counting as one of your seven cards. The Zero must be among them, so you need six other different Numbers.
Yes. Modifiers can go to any player who has not busted, including those who stayed. If you are the only player who has not busted, you keep it yourself.
After. Total the Numbers, halve for the ÷2, subtract other Modifiers (not below zero), then add 15 for a Flip 7. The rulebook example goes 48, 24, 20, 35.
Yes. If you have six different Numbers and steal a card that is not a duplicate, you have a Flip 7 and the round ends. The Lucky 13 duplicate rule is the only exception.
Yes. Brutal Mode lifts the zero floor, so Modifiers can push the round score negative whenever they were placed, before or after you stayed or busted. Brutal Mode also lets Modifiers go to busted players.