
Flip 7 Rules: The Push-Your-Luck Card Game
Flip 7 Rules explained simply: setup, how to play, scoring and popular variants, plus beginner tips for your first games.
Updated on January 31, 2026
Game Overview
Flip 7 is a push-your-luck card game played over a series of rounds. The idea is simple: each round you collect cards to score their total face value, but you have to know when to stop — because as soon as you are dealt a number you already have, you "bust" and leave the round with nothing. The game scales to very large groups; the rules only suggest adding a second deck once you go past eighteen players.
Components
The deck contains 79 Number cards, numbered 0 to 12. They are not evenly distributed: there are twelve 12s, eleven 11s, ten 10s, and so on down to a single 1. The higher a card's number, the more copies of it sit in the draw pile — which is exactly what makes big numbers both valuable and dangerous. There is also a single 0, which counts as a Number card but is worth no points.
On top of that, there are 9 Special cards — Stop, Three in a Row and Second Chance, three copies of each — and 6 Bonus cards: one that doubles the total of your Number cards, plus five that add 2, 4, 6, 8 and 10 points to your score.
Objective
Play rounds until one player reaches 200 points and wins the game.
Setup
Shuffle the deck and randomly pick the player who will be the Dealer for the first round. There is no opening hand: cards arrive one at a time during the round.
How to Play
Starting with the player on their left and continuing clockwise, the Dealer offers every player — including themselves — a choice: Stop or Hit.
If you stop, you are out of the round. Turn your cards face down to show it; you will add your points to your total at the end of the round. If you take another card, the Dealer deals you a new card face up.
Three things can happen. If it is a Number card you did not already have, you are fine and stay in the round. If it is a number you already had, you bust: the round is over for you, you score nothing, and you turn your cards face down. If it is a Special card, you apply its effect immediately.
The rules recommend laying your Number cards out in a single row in front of you so they are easy to count. Bonus cards go above that row: they are not Numbers, so they never count toward a Flip 7, but they can never make you bust either. They are scored as long as you do not bust.
If you end up holding 7 different Number cards, you score a Flip 7: the round ends immediately for everyone, players who did not bust count their points, and you earn 15 extra points as a reward.
The Special Cards
Stop asks you to target a player still in the round. They immediately leave it and turn their cards face down — they still add their points to their total at the end of the round. If you are the only player left in the round, you must target yourself.
Second Chance stays in front of you. If later in that round you are dealt a Number card that would make you bust, discard it together with the Second Chance card: you avoid busting. A player may only have one Second Chance in front of them; a second copy must be given to another player still in the round, and is discarded if there is nobody eligible. All Second Chance cards are discarded at the end of a round, even unused ones.
Three in a Row is an immediate effect as well: you target a player still in the round, and that can be you; if you are the only one left, you must target yourself. The targeted player is then dealt three cards in a row.
End of Round and Scoring
The round continues until every player has left it — by stopping or busting — or until someone scores a Flip 7.
Players who did not bust work out their score and add it to their total from previous rounds. First add up the value of your Number cards. If you have the x2 Bonus card, double that total. Then add any points from the other Bonus cards you hold. Finally, if you scored a Flip 7, add 15 extra points.
New Round and Empty Deck
Set aside every card used during the previous round; they are not shuffled back into the deck. The Dealer passes the rest of the deck to the player on their left, who becomes the new Dealer. When the deck runs out, shuffle all the discarded cards to form a new one; if you have to rebuild the deck mid-round, leave every card in front of the players exactly where it is, including in front of players who busted.
End of the Game
At the end of a round, if at least one player has reached or passed 200 points, the game ends. The player with the highest score is the winner. There can only be one winner: on a tie, play another round to separate all tied players.
Common Variants
The official rulebook does not describe any variant beyond the base game, other than using a second deck for very large groups.
Why This Game Is So Popular
Everything rests on one very simple, very hard decision: one more card brings you closer to a Flip 7 and its 15 points, but also closer to losing the whole round. Tracking which numbers have already come out genuinely changes your odds, and the Stop and Three in a Row cards let you punish the opponent who is pushing their luck too far.
Where to Get the Game
Beginner Mistakes to Avoid
The most common one is not tracking the Number cards already played: with twelve 12s and a single 1 in the deck, the odds of a duplicate are wildly different depending on what is in front of you. The second is mixing up Bonus and Number cards — a Bonus never counts toward a Flip 7. The third is forgetting that a player who stops keeps their points, so leaving early with a decent total often beats a round scored at zero.
FAQ
- What is the goal of the game? Reach 200 points; at the end of the round in which that threshold is crossed, the highest score wins.
- What happens if I am dealt a number I already have? You bust and leave the round with no points, unless you hold a Second Chance card.
- Is the 0 card useful? Yes: it is worth no points, but it is a Number card and counts toward the 7 different numbers needed for a Flip 7.
- How much is a Flip 7 worth? 15 extra points, and the round ends immediately for everyone.
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