Flip 7: With a Vengeance is a push-your-luck card game: flip number cards one at a time, avoid collecting a duplicate, and decide each turn whether to keep going or bank what you have. Collect seven different numbers and the round ends instantly with a bonus. This is the standalone sequel to Flip 7, with a bigger number deck and a stack of new cards that let you mess with other players’ hands. Here’s the whole game in about five minutes — nothing important left out.
Our full review: Flip 7: With a Vengeance Review · New to the series? Flip 7 Review
Note: This is a condensed version of the rules to get you playing fast — nothing important is left out, but read the full rulebook for every edge case.
What’s In The Box
- Number cards 1–13 (one 1, two 2s, three 3s, up to thirteen 13s)
- Action cards: Flip Four, Take One More and Freeze, Swap, Steal, Discard
- Special number cards: Lucky 13, Unlucky 7, and 0
- Modifier cards: point bonuses, subtractors, and a divide-by-2 card
Setup
How a Turn Works
On your turn, choose one of two options:
Option 1
Hit
Take one more card from the dealer and add it face up in front of you.
Option 2
Stay
Turn your leftmost card sideways and lock in your current total for the round. You can't hit again, but you can still be targeted by other players' action cards.
Busting. If you ever have two number cards of the same value in front of you, you bust. Flip your cards face down and sit out the rest of the round — you score nothing for it.
Flipping 7. If you collect seven different number cards without busting, the round ends immediately. You score a bonus 15 points on top of everything else.
The Special Number Cards
Zero
Score Nothing — Unless You Push
Your total for the round becomes 0 unless you go on to flip seven different numbers. Once you hold a 0, you must keep hitting each turn until you either flip 7 or bust. It still counts toward your seven-card total.
Lucky 13
A Second 13, No Bust
Normally two 13s would bust you. Lucky 13 lets you hold a second 13 instead — both count toward your score and toward flipping 7. A third 13 still busts you.
Unlucky 7
Everything Goes but This
Discard every number and modifier card in front of you and keep only the Unlucky 7. Any 7 you draw after this busts you as normal.
The Action Cards
Action cards are resolved the instant they’re drawn or dealt — you must use one if a valid target exists.
| Card | Effect |
|---|---|
| Flip Four | The target flips up to four cards, one at a time. Stop immediately if they duplicate a number or complete a Flip 7. |
| Take One More and Freeze | The target takes one more card, then is locked into Stay for the rest of the round. |
| Swap | Force any two players to trade one face-up card each. |
| Steal | Take one face-up card from another player’s tableau and add it to your own. |
| Discard | Force a player to discard one card from their tableau. |
Watch for chain reactions — a Swap or Steal can hand someone a duplicate number and bust them on the spot, even if they’d already chosen to Stay.
Modifier Cards
Modifier cards don’t count toward your seven-card total, and they can be swapped or discarded like any other card.
- Bonus modifiers add flat points to a hand’s final score.
- Negative modifiers subtract points — your score can’t go below 0 in the standard game.
- Divide by 2 halves your total round score before other modifiers are applied, rounding down.
The twist: several of these are built to hand off. Instead of keeping a modifier for yourself, you can give a negative one straight to another player’s hand, cutting into their score instead of building your own.
Scoring a Round
When everyone has either stayed, busted, or the round ended on a Flip 7, tally each player’s score:
- Add up the value of all number cards still in front of you.
- Apply a divide-by-2 modifier first, if you have one (round down).
- Apply any remaining bonus or negative modifiers.
- Add 15 points if you flipped 7.
Busted players score 0 for the round. Set all cards aside and move to the next round with a new dealer.
Winning the Game
Play continues across rounds until, at the end of a round, at least one player has reached 200 points or more. Whoever has the highest score at that point wins the game.
Frequently Asked Questions
Can I be targeted by an action card after I've already chosen to Stay?
Yes. Staying locks you out of hitting on your own, but you're still a legal target for Swap, Steal, Discard, and Take One More and Freeze.
What happens if a Swap or Steal gives me a duplicate number?
You bust immediately, the same as if you'd drawn the duplicate yourself. Flip your cards face down and sit out the rest of the round.
Do modifier cards count toward my seven-card Flip 7 total?
No. Only number cards count toward flipping seven different numbers. Modifiers just adjust your final score.
What happens if the deck runs out mid-round?
Shuffle the discard pile into a new deck and keep playing.
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