Rule book
The goal
Be the first player to reach 200 points (or whatever your host set). The game ends at the end of the round in which someone reaches it; the highest total wins.
On your turn
Each round, everyone is dealt one card face up. Then, going around the table, you either HIT (flip another card) or STAY (bank your points for the round and sit out).
If you flip a number you already have, you BUST and score 0 for the round.
The round ends when nobody is left playing, or when someone flips 7 different numbers — a Flip 7, which ends the round instantly and scores 15 bonus points.
The deck (94 cards)
There are as many copies of each number as its value — twelve 12s, eleven 11s … one 1, plus a single 0. High numbers are worth more but much riskier.
Plus 6 modifiers (+2, +4, +6, +8, +10, ×2) and 9 action cards (3 each of Freeze, Flip Three, Second Chance).
Action cards
Freeze: pick any active player (yourself included). They bank their points and are out for the round.
Flip Three: pick any active player. They must flip the next 3 cards, one at a time. They stop early if they bust or Flip 7. Any Freeze or Flip Three they draw is played after the three cards.
Second Chance: keep it. If you'd bust, discard the duplicate and the Second Chance instead. You can only hold one. Draw a second one and you must give it to another active player without one.
Scoring a round
- Add up your number cards.
- If you have ×2, double that sum (it doesn't double the + modifiers).
- Add any +2 … +10 modifiers.
- Add +15 if you got a Flip 7.
Example: 3 + 8 + 11 = 22 → ×2 = 44 → +4 = 48 points
Busted? 0 points, but your total from previous rounds is safe.
Dealing
The dealer role moves one seat to the left each round. Used cards stay in a discard pile, and when the deck runs out it's reshuffled. That's why counting cards (the odds panel) gets sharper as the game goes on.
Ready to play smarter? Check the Flip 7 strategy & odds guide.