Flip 7: With A Vengeance
Flip 7: With A Vengeance Rulebook
Table of Contents
Table of Contents
Important — This Is a Special Deck of Cards
It has thirteen 13's, twelve 12's, eleven 11's… until you get to one 1. The deck includes three Special Number cards as well as several Modifier and Action cards.
If playing with more than 18 people, we recommend playing with a second deck.
Contents: 108 cards, rules.
All Number Cards
- 13 — x12
- 12 — x12
- 11 — x11
- 10 — x10
- 9 — x9
- 8 — x8
- 7 — x6
- 6 — x6
- 5 — x5
- 4 — x4
- 3 — x3
- 2 — x2
- 1 — x1
Special Number Cards
- The Zero — x1 (Score zero, unless you Flip 7)
- Unlucky 7 — x1 (Discard all other cards you may have)
- Lucky 13 — x1 (You may have one other 13)
Modifier Cards
Play on any player (one of each):
- −2 the sum of your Number cards
- −4 the sum of your Number cards
- −6 the sum of your Number cards
- −8 the sum of your Number cards
- −10 the sum of your Number cards
- ÷2 the sum of your Number cards
Action Cards
- Just One More! — x2
- Swap — x2
- Steal — x2
- Discard — x2
- Flip Four! — x2
Important Terms
- Hit — Take a card.
- Stay — Do not take a card. Turn your leftmost card sideways. Your cards are still in the round.
- Bust — Flip a second card with the same Number. Flip your cards face down; they are out of play.
- Active — Players who have not yet chosen to stay or busted.
- Round — The dealing of cards until all players have busted or stayed.
- Flip 7 — Flip seven different Number cards. This ends the round immediately and scores a bonus 15 points.
Wait to score until the round ends…no cards are safe!
Playing a Round
It's a race to 200 points. Track your score with a pen and paper, or scan the QR code for scoresheets and the scoring app.
Shuffle the deck THOROUGHLY and choose a player to start as the Dealer for the round.
Starting with the player on their left and continuing clockwise, the Dealer gives each player a face up card.
If an Action card* or Modifier card* is flipped, pause and resolve immediately.
*See Action and Modifier cards on pages 9-12.
Some players may have multiple cards, and others may have none, depending on the cards dealt.
Now the Dealer offers each player the option to hit or stay. Beware! You are not safe until the end of the round. Place Number cards in a row with any Modifier cards above them.
The Dealer continues dealing cards until there are no active players.
End of a Round
The round continues until one of two end conditions are met:
- All players have either busted or stayed.
- One player can Flip 7 different Number cards, ending the round immediately.
Calculate Scores as Follows
- Add the value of Number cards.
- If you have the divide by 2 modifier, cut your score in half (round down).
- Subtract any additional Modifiers (your score can't drop below zero).
- If you Flip 7, score an additional 15 points.
Example: Number cards total 48. The ÷2 modifier is applied, cutting the total to 24. A −4 modifier is then subtracted, bringing the total to 20. A Flip 7 bonus of 15 is added, for a final score of 35.
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 in the deck to the left; that player becomes the new Dealer. When the deck runs out, shuffle all the discarded cards to form a new deck. If you need to reshuffle mid-round, leave all cards in front of players where they are, even if that player has busted.
End of the Game
At the end of a round when at least one player reaches 200 points, the player with the most points wins.
May the cards flip in your favor!
Party of two or less? How many rounds does it take you to reach 200 points?!
Brutal Mode
For a more cutthroat game, use the standard gameplay with the following changes:
- Your round score can go below zero.
- You may give Modifier cards to any player, even if they've busted.
- If you reach the Flip 7, you may choose to take 15 points or subtract 15 points from another player.
Special Number Cards
These Special Number cards have unique effects and can be stolen or swapped. Special Number cards with actions affect you when you get them and stop affecting you once they leave your possession.
The Zero
Score zero, unless you Flip 7.
Your total score becomes zero, unless you can Flip 7. You must continue to hit on your turn. The Zero card counts toward your 7 cards. If you're given a Just One More, it might not be possible to flip to 7 Number cards.
Unlucky 7
Discard all other cards you may have.
Discard all Number and Modifier cards in front of you—only keep the 7. If received during a Flip 4, discard all previous cards first, then complete the remaining flips. Good news? You cannot bust on an Unlucky 7 when you get it.
Lucky 13
You may have one other 13.
If you receive the Lucky 13–Congrats! You now have the chance to break the rules and collect a second 13 without busting. You'll score them both and they count toward the Flip 7 bonus. But be careful—flip a third 13 and you'll bust!
Action Cards
- If an Action card is revealed, it must be resolved immediately.
- You may play Action cards on any player who hasn't busted—including yourself, and anyone who has chosen (or forced) to stay. If you are the only player who hasn't busted, you must play the Action card on yourself.
- If you've stayed and receive an Action card, you must resolve it, but you do not re-enter the round.
- Action cards are single-use and discarded after they are played.
Just One More!
Force any player to accept the next card. If an Action card is flipped, that player can resolve it. They must stay.
Swap
Swap any two face up cards—either one of your own with another player, or cards between two other players.
Steal
Steal any face up card on the table and add it to your line.
Discard
Force any player to discard one card–you decide which one!
Flip Four!
Force any player to accept the next four cards, flipping them one at a time. Regardless of how many cards remain to flip, stop if the player can successfully Flip 7 Number cards, or the player busts. All Number, Action, and Modifier cards count toward the four cards needed. If an Action or Modifier card is revealed, they are resolved in order AFTER all four cards are drawn–as long as the player hasn't busted.
If a Swap, Steal, or Discard card is flipped at the beginning of a round and there are no cards to target, discard the Action card.
Modifier Cards
Play on any player:
-
−2 the sum of your Number cards
-
−4 the sum of your Number cards
-
−6 the sum of your Number cards
-
−8 the sum of your Number cards
-
−10 the sum of your Number cards
-
÷2 the sum of your Number cards
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You may play Modifier cards on any player who hasn't busted, including those who have chosen to stay. If you are the only player who hasn't busted, you must keep the Modifier card for yourself.
-
Modifiers are not Number cards and do not count toward a Flip 7.
-
You cannot bust on Modifier cards. Nor can your round score go below zero.
-
Modifier cards can be swapped or discarded.
÷2 Card
Divide the sum of all your Number cards by two. If you have additional Modifier cards, first divide the total of your Number cards by 2 (rounding down), then subtract the Modifier cards.
−2 to −10 Cards
Subtract the amount from the sum of your Number cards.
See how to calculate scores on page 6.
Printable scoresheets, videos, scoring web app, and more.
Ruleset Edition 1
Flip 7: With a Vengeance — No One's Safe!
A game by Eric Olsen & Alyssa Swatek
The Greatest Card Game of All Time!
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Ages 8+ · 3+ Players · 20 min. · @theopgames · TheOpGames.com
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