Flip 7 rules and scoring

Hit or stay, busting, the Flip 7 bonus, modifier and action cards, and the order to add up a round — plus a printable score sheet.

A push-your-luck card game. Take cards one at a time and add up their numbers — but draw a number you already have and you bust, scoring nothing for the round. Stay to bank your points, or flip seven different numbers for a 15-point bonus. Rounds continue until someone reaches 200.

The deck

  • 94 cards. Number cards run from twelve 12s, eleven 11s, ten 10s… down to a single 1, plus one 0 — the bigger the number, the more copies.
  • Six modifier cards: +2, +4, +6, +8, +10 and ×2.
  • Nine action cards: three each of Freeze, Flip Three and Second Chance.

Playing a round

  • The dealer deals one card face up to each player, themselves included. If an action card comes up, resolve it before carrying on.
  • Then, in turn, each player chooses to hit (take one more card) or stay (bank their points and leave the round). Keep number cards in one row so duplicates are easy to spot.
  • Draw a second card of a number you already have and you bust: you're out of the round with nothing.
  • The round ends when every player has stayed or busted, or when someone gets seven different number cards — a Flip 7 — which ends it for everyone immediately.
  • Used cards go aside, not back into the deck. Pass the deck left; that player deals next. Reshuffle the discards when the deck runs out.

Action cards

Action cards can be played on any active player — anyone who hasn't stayed or busted — including yourself. If you're the only active player left, you must take it yourself.

FreezeThe player banks what they have and is out of the round.
Flip ThreeThe player must take the next three cards, one at a time, stopping early on a bust or a Flip 7. A Freeze or Flip Three turned up along the way is resolved after all three (if they haven't busted).
Second ChanceKeep it. The next time you'd bust, discard it and the duplicate instead. You can hold only one; a second goes to another active player. Unused Second Chances are discarded at the end of the round.

Scoring a round

Add it up in this order:

  1. Add your number cards.
  2. If you have the ×2, double that sum.
  3. Add any +2 to +10 modifiers.
  4. If you flipped 7 numbers, add 15.

Example

Numbers 3, 11, 5, 7 and 10 make 36. With the ×2 that's 72. With a +10 instead, it would be 46.

  • Modifiers aren't number cards: you can't bust on them, and they don't count toward the seven.
  • You still score modifiers with no number cards in front of you — except the ×2, which has nothing to double.
  • The 0 scores nothing, but it counts as one of your seven different numbers.

Ending the game

At the end of a round in which at least one player reaches 200, the player with the most points wins — not necessarily the first to 200.

Busts and Flip 7s, logged.

Enter each player's round total — leave a bust blank — and tag a Flip 7 with one tap. Tallero settles the race to 200 at the end of the round.

Download on the App Store

Flip 7™ is a trademark of its owner. Tallero is independent and not affiliated with or endorsed by the maker of Flip 7.

Printable score sheet

Each round's score and the running total. Race to 200.

gettallero.com — or skip the pencil and let Tallero keep score.